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)

Interpolation types

When defining an animation curve, generally, it follows one of three interpolation methods—constant, linear, or cubic. Cubic curves can be expressed using any cubic equation, such as Bézier curves (which is what Blender uses) or Hermite splines (which is what Maya uses). This book uses Hermite splines to represent cubic curves.

A constant curve keeps its value the same until the next keyframe. Sometimes, this type of curve is called a step curve. Visually, a constant curve looks as follows:

Figure 8.8: A constant curve

Figure 8.8: A constant curve

A linear curve interpolates between two frames in a linear fashion (that is, in a straight line). As you saw with the sampled curve approximation example earlier, if the samples of a linear track are close enough, it can start to approximate other types of curves as well. A linear curve looks as follows:

Figure 8.9: A linear curve

Figure 8.9: A linear curve

A cubic curve lets you define a curve in terms...