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)

Animation baker

In this section, you will learn how to take an animation clip and encode it into an animation texture. This process is called baking.

Texture baking is implemented using a helper function that bakes the animation into a texture. This Bake function will sample the animation at set intervals and write the skeleton hierarchy for each sample into a floating-point texture.

For arguments, the Bake function needs a skeleton, an animation clip, and a reference to an AnimTexture to write to. The skeleton is important as it provides the rest pose, which will be used for any joint that isn't present in the animation clip. Every joint of the skeleton will get baked into the texture. Let's get started:

  1. Create a new file called AnimBaker.h and add the declaration of the BakeAnimationToTexture function to it:
    void BakeAnimationToTexture(Skeleton& skel, Clip& clip, 
                  ...