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C++ Game Animation Programming - Second Edition

You're reading from  C++ Game Animation Programming - Second Edition

Product type Book
Published in Dec 2023
Publisher Packt
ISBN-13 9781803246529
Pages 480 pages
Edition 2nd Edition
Languages
Concepts
Authors (2):
Michael Dunsky Michael Dunsky
Profile icon Michael Dunsky
Gabor Szauer Gabor Szauer
Profile icon Gabor Szauer
View More author details

Table of Contents (22) Chapters

Preface 1. Part 1:Building a Graphics Renderer
2. Chapter 1: Creating the Game Window 3. Chapter 2: Building an OpenGL 4 Renderer 4. Chapter 3: Building a Vulkan Renderer 5. Chapter 4: Working with Shaders 6. Chapter 5: Adding Dear ImGui to Show Valuable Information 7. Part 2: Mathematics Roundup
8. Chapter 6: Understanding Vector and Matrix 9. Chapter 7: A Primer on Quaternions and Splines 10. Part 3: Working with Models and Animations
11. Chapter 8: Loading Models in the glTF Format 12. Chapter 9: The Model Skeleton and Skin 13. Chapter 10: About Poses, Frames, and Clips 14. Chapter 11: Blending between Animations 15. Part 4: Advancing Your Code to the Next Level
16. Chapter 12: Cleaning Up the User Interface 17. Chapter 13: Implementing Inverse Kinematics 18. Chapter 14: Creating Instanced Crowds 19. Chapter 15: Measuring Performance and Optimizing the Code 20. Index 21. Other Books You May Enjoy

Identifying linear skinning problems

To get an idea of the problem, Figure 9.9 shows a simple box, twisted in the middle:

Figure 9.9: A noticeable volume loss in the middle when twisting the model

Figure 9.9: A noticeable volume loss in the middle when twisting the model

We can see that the twist leads to volume loss, a phenomenon we thought we had solved by using the joints affecting the vertices, and the weights of the joints per vertex. Apparently, something in the calculation is still going wrong.

Particularly on a sharp bend or twist, the linear interpolation may lead to wrong results. This is because linear interpolation uses the shortest path between the vertices:

Figure 9.10: Shortest path for linear interpolation using matrices

Figure 9.10: Shortest path for linear interpolation using matrices

If we use quaternion interpolation instead of linear interpolation, the paths of the connection between the vertices will be located on an arc between the two locations, keeping the virtual volume of the model in this place:

Figure 9.11: Shortest path for spherical interpolation using quaternions

Figure 9...

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