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

Crossfading animations

While the default animation blending uses the binding position with the joint weights as the starting point, crossfading interpolates between two animation clips. We could use the same animation clip as both the source and destination, but this would just play the animation, regardless of the position of the crossfading slider.

We will enhance the GltfModel class to store the values for two animation clips, instead of only the binding pose and one animation clip. For the renderer, new shared variables are needed, containing the second clip name and the percentage of blending between the two clips. The user interface must also reflect the new blending mode and new controls, like the selected destination clip, or a slider to adjust the percentage of the blending between the two clips. As the first step, we’ll update the model class.

Upgrading the model classes

To set the starting point of the glTF model to an animation, we will abuse the default...