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Hands-On C++ Game Animation Programming

You're reading from   Hands-On C++ Game Animation Programming Learn modern animation techniques from theory to implementation with C++ and OpenGL

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Product type Paperback
Published in Jun 2020
Publisher Packt
ISBN-13 9781800208087
Length 368 pages
Edition 1st Edition
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Author (1):
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Gabor Szauer Gabor Szauer
Author Profile Icon Gabor Szauer
Gabor Szauer
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Table of Contents (17) Chapters Close

Preface 1. Chapter 1: Creating a Game Window 2. Chapter 2: Implementing Vectors FREE CHAPTER 3. Chapter 3: Implementing Matrices 4. Chapter 4: Implementing Quaternions 5. Chapter 5: Implementing Transforms 6. Chapter 6: Building an Abstract Renderer 7. Chapter 7: Exploring the glTF File Format 8. Chapter 8: Creating Curves, Frames, and Tracks 9. Chapter 9: Implementing Animation Clips 10. Chapter 10: Mesh Skinning 11. Chapter 11: Optimizing the Animation Pipeline 12. Chapter 12: Blending between Animations 13. Chapter 13: Implementing Inverse Kinematics 14. Chapter 14: Using Dual Quaternions for Skinning 15. Chapter 15: Rendering Instanced Crowds 16. Other Books You May Enjoy

glTF – loading the rest pose

In this book, we will assume that a glTF file only contains one animated character. It's safe to assume that the entire hierarchy of the glTF file can be treated as the skeleton of the model. This makes loading the rest pose easy as the rest pose becomes the hierarchy in its initial configuration.

Before loading the rest pose, you need to create several helper functions. These functions are internal to the glTF loader and should not be exposed in the header file. Create a new namespace in GLTFLoader.cpp and call it GLTFHelpers. All the helper functions are created in this namespace.

Follow these steps to implement the helper functions that are needed to load the rest pose from a glTF file:

  1. First, implement a helper function to get the local transform of cgltf_node. A node can store its transform either as a matrix or as a separate position, rotation, and scale components. If the node stores its transformation as a matrix, use the...
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