Book Image

C++ Game Animation Programming - Second Edition

By : Michael Dunsky, Gabor Szauer
4.5 (2)
Book Image

C++ Game Animation Programming - Second Edition

4.5 (2)
By: Michael Dunsky, Gabor Szauer

Overview of this book

If you‘re fascinated by the complexities of animating video game characters and are curious about the transformation of model files into 3D avatars and NPCs that can explore virtual worlds, then this book is for you. In this new edition, you’ll learn everything you need to know about game animation, from a simple graphical window to a large crowd of smoothly animated characters. First, you’ll learn how to use modern high-performance graphics, dig into the details of how virtual characters are stored, and load the models and animations into a minimalistic game-like application. Then, you’ll get an overview of the components of an animation system, how to play the animations and combine them, and how to blend from one animation into another. You’ll also get an introduction to topics that will make your programming life easier, such as debugging your code or stripping down the graphical output. By the end of this book, you’ll have gained deep insights into all the parts of game animation programming and how they work together, revealing the magic that brings life to the virtual worlds on your screen.
Table of Contents (22 chapters)
1
Part 1:Building a Graphics Renderer
7
Part 2: Mathematics Roundup
10
Part 3: Working with Models and Animations
15
Part 4: Advancing Your Code to the Next Level

Does it blend?

In Chapter 10, we did our animations by simply overwriting the translation, rotation, and scale node properties with the values taken from the channels and samplers entries. If we did not hit the exact time of one of the time points that are stored in the mTimings vector of the GltfAnimationChannel class, the values were interpolated using linear, spherical linear, or spline interpolation. But we never had the chance to choose any option other than the animation clip.

In animation blending, we can adjust the extent of the node property changes. The adjustment can be made between the binding pose and any animation clip, between two different animation clips, and be limited to parts of the character model.

As we will cover all three variants, let us take a quick look at these animation blending types and their characteristics.

Fading animation clips in and out

In the simplest form, animation blending changes only the amount of the node property changes. We...