Book Image

Hands-On C++ Game Animation Programming

By : Gabor Szauer
Book Image

Hands-On C++ Game Animation Programming

By: Gabor Szauer

Overview of this book

Animation is one of the most important parts of any game. Modern animation systems work directly with track-driven animation and provide support for advanced techniques such as inverse kinematics (IK), blend trees, and dual quaternion skinning. This book will walk you through everything you need to get an optimized, production-ready animation system up and running, and contains all the code required to build the animation system. You’ll start by learning the basic principles, and then delve into the core topics of animation programming by building a curve-based skinned animation system. You’ll implement different skinning techniques and explore advanced animation topics such as IK, animation blending, dual quaternion skinning, and crowd rendering. The animation system you will build following this book can be easily integrated into your next game development project. The book is intended to be read from start to finish, although each chapter is self-contained and can be read independently as well. By the end of this book, you’ll have implemented a modern animation system and got to grips with optimization concepts and advanced animation techniques.
Table of Contents (17 chapters)

Pose blending

Animation blending is a linear blend between two poses in the local space of each joint. Think of it as a lerp or mix function but applied to an entire pose. This technique does not blend animation clips; rather, it blends the poses that these clips have been sampled into.

When blending two poses, the entire pose does not need to be blended. Assume there are two animations—a run cycle and an attack. If the player presses the attack button, the top half of the attack pose is blended in over a short period of time, maintains a weight of 1 throughout the animation, and is then blended out near the end of the animation.

This is an example of using pose blending to create a running attack animation without having to animate the legs of the attack animation. The attack animation could be blended on top of a walk cycle for a walking animation. Animation blending can be used to transition smoothly between animations or to combine multiple animations into a new one...