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C++ Game Animation Programming

You're reading from   C++ Game Animation Programming Learn modern animation techniques from theory to implementation using C++, OpenGL, and Vulkan

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Product type Paperback
Published in Dec 2023
Publisher Packt
ISBN-13 9781803246529
Length 480 pages
Edition 2nd Edition
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Authors (2):
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Gabor Szauer Gabor Szauer
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Gabor Szauer
Michael Dunsky Michael Dunsky
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Michael Dunsky
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Table of Contents (22) Chapters Close

Preface 1. Part 1:Building a Graphics Renderer
2. Chapter 1: Creating the Game Window FREE CHAPTER 3. Chapter 2: Building an OpenGL 4 Renderer 4. Chapter 3: Building a Vulkan Renderer 5. Chapter 4: Working with Shaders 6. Chapter 5: Adding Dear ImGui to Show Valuable Information 7. Part 2: Mathematics Roundup
8. Chapter 6: Understanding Vector and Matrix 9. Chapter 7: A Primer on Quaternions and Splines 10. Part 3: Working with Models and Animations
11. Chapter 8: Loading Models in the glTF Format 12. Chapter 9: The Model Skeleton and Skin 13. Chapter 10: About Poses, Frames, and Clips 14. Chapter 11: Blending between Animations 15. Part 4: Advancing Your Code to the Next Level
16. Chapter 12: Cleaning Up the User Interface 17. Chapter 13: Implementing Inverse Kinematics 18. Chapter 14: Creating Instanced Crowds 19. Chapter 15: Measuring Performance and Optimizing the Code 20. Index 21. Other Books You May Enjoy

These skeletons are not spooky

If you think of a skeleton, the first picture in your mind will most probably be the one on the left side of Figure 9.1. But the type of skeleton we are talking about in this section is the one on the right side of the picture:

Figure 9.1: A human skeleton and the glTF example model skeleton

Figure 9.1: A human skeleton and the glTF example model skeleton

The skeleton in our example glTF model file looks surprisingly like a human skeleton. We can identify the hips, legs and feet, spine and neck, shoulders, and arms and hands.

Our first step on the way to creating the model’s skeleton is the creation of a hierarchical structure of all the nodes in the model. The hierarchy will let us propagate changes to one of the bones to the remaining parts of the skeleton connected to that bone.

Why do we create a node tree of the skeleton?

When you stretch out your left arm and raise it upward or to the side, you will automatically move all the parts of your arm with it. Your upper...

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