We learned a lot in this chapter about animating 3D characters. Specifically, we were able to move, rotate, and scale the 3D models in the 3D scenes. We used object-oriented capabilities to define independent behaviors for simple and complex 3D characters. We understood simple techniques to perform many transformations to a 3D model using the complex world matrix. We also understood how to animate complex 3D characters composed with many independent meshes that define a skeleton with many animatable bones.
Now that we've learned to animate 3D characters in a 3D scene, we're ready to generate physics using engines, which is the topic of the next chapter.