Game Development Reference
In-Depth Information
Summary
Bringing your geometry to life with animation has a timeless appeal. In this
chapter we looked at various options for keyframe animation. First, we
considered how to store the data and then we looked at interpolating the
data. We looked in detail at one way to create smooth animations using
Kochanek-Bartels (TCB) curves. We also considered an alternative way
of interpolating the orientation of an object using quaternions. Finally, we
looked at putting this theory into practice with a tutorial on creating an
animated walk.
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