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)

Summary

In this chapter, you learned about the building blocks of animation, what is in one frame of data, how several frames can make a track, and how a few tracks can animate a transform. You explored the different interpolation methods for interpolating an animation track and made these methods work for scalar, vector, and quaternion tracks.

The classes you built in this chapter will be used as the building blocks for creating animation clips in the next chapter. In the next chapter, you will implement animation clips and poses. The animation clips will be made of the TransformTrack objects. These tracks are at the core of a modern animation system.

There are two samples in the Chapter08 folder of the downloadable content for this book. Sample00 contains all the code used up to this point in the book and Sample01 creates several tracks and plots them all on screen. Visually plotting tracks is a good idea as it can help prevent debug problems early on.