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This application takes the of two 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
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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
- 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>