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)

Implementing skeletons

When animating a model, there are several things to keep track of, such as the animated pose or inverse bind pose. The concept of a skeleton is to combine data that is shared between animated models into a single structure.

Both the bind pose and inverse bind pose are shared among all instances of a character. That is, if there are 15 characters on screen, each of them has a unique animated pose, but they all share the same rest pose, bind pose, inverse bind pose, and joint names.

In the following sections, you will implement a new class—the Skeleton class. This Skeleton class contains all the shared data that two animated meshes might need. It also keeps track of the rest pose, bind pose, inverse bind pose, and joint names. Some engines call the skeleton an armature or a rig.

The Skeleton class declaration

The Skeleton class contains the rest pose and bind pose of a character, the name for every joint of the character, and—most importantly...