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)

Chapter 9: Implementing Animation Clips

An animation clip is a collection of the TransformTrack objects. An animation clip animates a collection of transforms over time and the collection of transforms that is animated is called a pose. Think of a pose as the skeleton of an animated character at a specific point in time. A pose is a hierarchy of transforms. The value of each transform affects all of its children.

Let's walk through what it takes to generate the pose for one frame of a game's character animation. When an animation clip is sampled, the result is a pose. An animation clip is made up of animation tracks and each animation track is made up of one or more frames. This relationship looks something like this:

Figure 9.1: The dependencies of generating a pose.

Figure 9.1: The dependencies of generating a pose

By the end of this chapter, you should be able to load animation clips from glTF files and sample those clips into a pose.