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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 about the building blocks of animation, what is in one frame of data, how several frames can make a track, and how a few tracks can animate a transform. You explored the different interpolation methods for interpolating an animation track and made these methods work for scalar, vector, and quaternion tracks.

The classes you built in this chapter will be used as the building blocks for creating animation clips in the next chapter. In the next chapter, you will implement animation clips and poses. The animation clips will be made of the TransformTrack objects. These tracks are at the core of a modern animation system.

There are two samples in the Chapter08 folder of the downloadable content for this book. Sample00 contains all the code used up to this point in the book and Sample01 creates several tracks and plots them all on screen. Visually plotting tracks is a good idea as it can help prevent debug problems early on.

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