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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

Summary

In this chapter, you learned how to implement a transformation as a discreet structure that contains a position, rotation, and scale. In many ways, the Transform class holds the same data that you would normally store in a matrix.

You learned how to combine, invert, and mix between transforms, as well as how to use transforms to move points and rotate vectors. Transforms are going to be essential moving forward, as they are used to animate the armature or skeleton of game models.

The reason you need an explicit Transform struct is that matrices don't interpolate well. Interpolating transforms is very important for animation. It's how you create in-between poses to display two given keyframes.

In the next chapter, you will learn how to write a light abstraction layer on top of OpenGL to make rendering in future chapters easier.

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