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Hands-On C++ Game Animation Programming
book

Hands-On C++ Game Animation Programming

by Gabor Szauer
June 2020
Beginner to intermediate content levelBeginner to intermediate
368 pages
7h 23m
English
Packt Publishing
Content preview from Hands-On C++ Game Animation Programming

Chapter 10: Mesh Skinning

Deforming a mesh to match an animated pose is called skinning. In order to implement skinning, you first need to declare a mesh class. Once you have declared a mesh class, it can be deformed using a shader (GPU skinning) or just with C++ code (CPU skinning). Both of these skinning methods are covered in this chapter. By the end of this chapter, you should be able to do the following:

  • Understand how a skinned mesh is different from a non-skinned mesh
  • Understand the entire skinning pipeline
  • Implement a skeleton class
  • Load the bind pose of a skeleton from a glTF file
  • Implement a skinned mesh class
  • Load skinned meshes from a gLTF file
  • Implement CPU skinning
  • Implement GPU skinning

Exploring meshes

A mesh is made up of ...

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Publisher Resources

ISBN: 9781800208087Supplemental Content