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Mastering C++ Game Animation Programming

You're reading from   Mastering C++ Game Animation Programming Enhance your skills with advanced game animation techniques in C++, OpenGL, and Vulkan

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Product type Paperback
Published in Mar 2025
Publisher Packt
ISBN-13 9781835881927
Length 544 pages
Edition 1st Edition
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Concepts
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Author (1):
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Michael Dunsky Michael Dunsky
Author Profile Icon Michael Dunsky
Michael Dunsky
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Toc

Table of Contents (21) Chapters Close

Preface 1. Part 1: Populating the World with the Game Character Models
2. Working with Open Asset Import Library FREE CHAPTER 3. Moving Animation Calculations from CPU to GPU 4. Adding a Visual Selection 5. Part 2: Transforming the Model Viewer into an Animation Editor
6. Enhancing Application Handling 7. Saving and Loading the Configuration 8. Extending Camera Handling 9. Part 3: Tuning Character Animations
10. Enhancing Animation Controls 11. An Introduction to Collision Detection 12. Adding Behavior and Interaction 13. Advanced Animation Blending 14. Part 4: Enhancing Your Virtual World
15. Loading a Game Map 16. Advanced Collision Detection 17. Adding Simple Navigation 18. Creating Immersive Interactive Worlds 19. Other Books You May Enjoy
20. Index

Advanced Animation Blending

Welcome to Chapter 10! In the previous chapter, we added a bit more real-life behavior to the instances. After a brief overview of behavior trees, we added a visual node editor to visually draw the behavior of the instances by using a simple finite state machine. At the end of the chapter, we extended the code and implemented interaction as an additional form of behavior.

In this chapter, the instances will come even more to life. We start with a short exploration of the world of face animations made by morph target animations. Then we will add extra functionality to load morph meshes into the application and enable control over the face animations of the instances. Next, we add a graph node to be able to use face animations in the node trees as well. At the end of the chapter, additive blending will be implemented, allowing us to move the head of the instances independently of the skeletal and face animations.

In this chapter, we will cover the...

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