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

13

Implementing Inverse Kinematics

Welcome to Chapter 13! In the previous chapter, the user interface was modified to a much cleaner state by adding new types of controls. We will use the new combo boxes and radio buttons in this chapter too, allowing fine-grained control of the parameters of the new algorithms.

In this chapter, we will deep dive into an advanced technique for more natural-looking animations. Being able to easily move the hand or foot of the animated character to a specific point in space helps to create better animations, without us having to precalculate every possible motion and store them in animation clips.

First, we will clarify what Inverse Kinematics is and how it differs from the motion of the bones we used in the previous chapters. Then, we will explore the basics of the Cyclic Coordinate Descent algorithm (CCD) and add a solver class by implementing CCD.

At the end of the chapter, we will look at the Forward and Backward Reaching Inverse Kinematics...