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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

Understanding skinning

Skinning is the process of specifying which vertex should be deformed by which bone. One vertex can be influenced by multiple bones. Rigid skinning refers to associating each vertex with exactly one bone. Smooth skinning associates vertices with multiple bones.

Typically, the vertex-to-bone mapping is done per vertex. This means each vertex knows which bones it belongs to. Some file formats, store this relationship in reverse, where each bone contains a list of vertices it affects. Both approaches are valid; throughout the rest of this book, the mapping is done per vertex.

To (rigid) skin a mesh, assign each vertex to a bone. To assign a joint to a vertex in code, add a new attribute to each vertex. This attribute is just an integer that holds the index of the bone that deforms the vertex. In the following figure, all the triangles that should be assigned to the lower-left arm bone are colored darker than the rest of the mesh:

Figure...

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