Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Jun 2020
Publisher Packt
ISBN-13 9781800208087
Length 368 pages
Edition 1st Edition
Languages
Tools
Concepts
Arrow right icon
Author (1):
Arrow left icon
Gabor Szauer Gabor Szauer
Author Profile Icon Gabor Szauer
Gabor Szauer
Arrow right icon
View More author details
Toc

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

Creating a FABRIK solver

FABRIK (Forward And Backward Reaching Inverse Kinematics) has a more natural, humanoid looking convergence. Like CCD, FABRIK works with an IK chain that has a base, end effector, and target to reach for. Unlike CCD, FABRIK works with positions, not rotations. The FABRIK algorithm is easier to understand since it can be implemented using only vectors.

In many ways, FABRIK can be used as a drop-in replacement for CCD. Both algorithms address the same problem, but they take different approaches to address it. FABRIK tends to converge faster and look better for humanoid animation, so you will probably use it as the solver for character limbs.

Working with positions instead of rotations will not work well when it comes to humanoid rigs, which need to be animated by rotating joints. This can be solved by adding a pre- and post-process step to the algorithm. The pre-process step will convert all transforms in the IK chain into world space position vectors....

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image