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)

Creating the Track class

A Track class is a collection of frames. Interpolating a track returns the data type of the track; the result is the value along whatever curve the track defines at a specific point in time. A track must have at least two frames to interpolate between.

As mentioned in the Creating the Frame struct section, by following the examples in this book, you will implement explicit frame and track types. There will be separate classes for scalar, vector, and quaternion tracks. These classes are templated to avoid having to write duplicate code. A vec3 track, for example, contains the Frame<3> type frames.

Because tracks have an explicit type, you can't make a keyframe in the X component of a vec3 track without also adding a keyframe to the Y and Z components as well.

This can eat up more memory if you have a component that doesn't change. For example, notice how, in the following figure, the Z component has many frames, even though it&apos...