by Sami AMARA and William NARDONE
Launching Release/AnimationProgramming.exe
will run the project.
Alternatively, you can open the solution (AnimationProgramming.sln
) and press F5.
Finally, you can :
- Open the solution (
AnimationProgramming.sln
) - In the solution explorer, left click "AnimationProgramming" under "Solution 'AnimationProgramming'"
- Click "Build"
- Wait for the generation to be over
- Launch
Release/AnimationProgramming.exe
Release/AnimationProgramming.exe
will sometimes close shortly after being launched. The model may also not appear sometimes.
The same goes with the Local Windows Debugger in Visual Studio. Some errors may be displayed in the console, or in the editor,
but these problems comes from the underlying engine. Check the screenshot/video folder (Docs/Screenshots
) to see working examples.
- Draw the skeleton with lines using DrawLine (a little in front of the character in order to see the lines) (tag
skeleton_drawing
) - Move a bone manually (
move_bone
tag) - Code the hardware skinning so that the vertices follow the bones (send the transformations of the bones with the SetSkinningPose function in Engine.h) (tag
hardware_skinning
) - Display the first keyframe of the walk animation on the character (tag
first_keyframe_pose
) - Make the character play the running animation by hard switching from keyframe to keyframe (
raw_animation
tag) - [] Interpolate the keyframes so that the animation is smooth
- [] Blend the walking and running animations, controlling the game speeds of the 2 animates so that they are always synchronized (that they have the same normalized time)
The aformentioned finished versions can be checkout out with git checkout <tag>
.
The final version is tagged GOLD
.
AnimationProgramming/
contains sources and Visual Studio's solution explorer filesAnimationProgramming/Math/
has all the sources for the math used throughout this projectAnimationProgramming/Animation/
has all animation related sources added to the original projectDocs/
contains screenshots, videos, and the architecture illustratedRelease/
holds the binary contents and data used in the project