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Animation-Blending

Summary

  • This application takes the bones of two Mixamo animations and blends them to provide a seamless transition between them.

    • Using the extracted hierarchical, skeletal, and skinning data from the FBX files, interpolates and reconstructs each frame of the animation.
    • Hierarchy data allows each joint to be stored in a tree structure with the joint names. This enables support for unique properties on specific joints e.g. the hands or head.
      • This is displayed in the image above, where the character model can hold another model using its hand joint
  • Animation blending occurs whenever the user enters or exits a state e.g. running to jumping or jumping to running.

    • Interpolates using frames from the animation currently playing and the first few of the next animation, smoothing the transition no matter the current frame
    • Frames at the start and end of an animation will be looped around to account for the start and end of each frame buffer

Dependencies

  • CMake v3.* (building)
  • GLM v0.9.* (matrix and vector math)
  • GLFW v3.3.6 (OpenGL context management)
  • GLEW v2.1.0 (OpenGL extension support)
  • tinyobjloader v2.0.0 (Loading FBX files)
  • fbx-extract (Parsing FBX files)

Build with CMake then run:

../resources ../animations/<ANIMATION 1> ../animations/<ANIMATION 2>

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