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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

Encoding animation data

Now that you know how to read and write data to a texture, the next question is, what data needs to be written in the texture? You will be encoding animation data into textures. Each animation clip will be sampled at set intervals. The resulting poses from all those samples will be stored in a texture.

To encode this data, the x axis of the texture will represent time. The y axis of the texture will represent a bone in the skeleton being animated. Each bone will take up three rows: one for the position, one for the rotation, and one for the scale.

The animation clip will be sampled at set intervals to make sure that there are as many samples as the texture is wide. For example, for a 256x256 animation texture, the animation clip will need to be sampled 256 times.

When sampling the animation clip to encode it into a texture, for each sample, you will find the world space transform of each bone and write it into the texture. The y coordinate is going...

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