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)

Combining transforms

Consider a skeleton, as an example. At each joint, you could place a transform to describe the motion of the joint. When you rotate your shoulder, the elbow attached to that shoulder also moves. To apply the shoulder transformation to all connected joints, the transform on each joint must be combined with its parent joint's transform.

Transforms can be combined in the same way as matrices and quaternions and the effects of two transforms can be combined into one transform. To keep things consistent, combining transforms should maintain a right-to-left combination order. Unlike matrices and quaternions, this combine function will not be implemented as a multiplication function.

Combining the scale and rotation of two transforms is simple—multiply them together. Combining the position is a bit harder. The combined position needs to be affected by the rotation and scale components as well. When finding the combined position, remember the order of...