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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
Author Profile Icon Gabor Szauer
Gabor Szauer
Michael Dunsky Michael Dunsky
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Michael Dunsky
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Toc

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

Summary

In this chapter, we finally arrived at the point where we were able to animate our loaded glTF model in the renderers we started in Chapter 2 and Chapter 3.

First, we got a broad overview of the different elements of animations and the model poses. Then, we analyzed the animation elements of the glTF file format, the sub-element channels and samplers, and the relations of these elements to the other parts of the glTF model, such as the joints and nodes.

Finally, we created two new C++ classes for managing the glTF channels and the animation clips and included these classes in the renderer. We also added new UI elements to the application, allowing fine-grained control of various parameters of the animations.

In the next chapter, we will dive deeper into the realms of game character animations. We will explore different forms of animation blending, such as the blending between the binding pose as a “still pose”, where the model does not move, and the full...

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