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This is a demo was created in my own custom engine using c++ and DirectX11. This demo showcases my implementation of my animation system. I created a whole pipeline for supporting animation that allows for importing animations and skeletons into the engine.
As seen in the two demos above my engine supports animation, which includes skinning and blending. Currently I only support two types of blending methods. These method are 1D and 2D generalized lerp blending. More about animations can be found in my blog post HERE. The first video just demonstrates the support for skinning a model, performing varies type of animation clips and also of course parenting transformation, such as the weapon. The second shows a humanoid model running around following a spline curve with an ease in and ease out function. The model starts idle, then transistion into walking and then finally picks up speed causing him to begin to run. Thus we blend between three animation clips, idle, walk, run. During the ease out phase the humanoid transition back to walking upon finishing the spline path. The struggle I faced during my time working on animations is getting the animations clips to transition properly at the right speed so the humanoid didnt seem like he was going to slow or to fast, causing the ' Moon Walk ' look. This can be fixed in the future using better use of clocks and grabbing a better model that has animations that work well together. I hope to create an animation player in my next small demo that allows to put all of this knowledge together in a much nicer looking environment.
Thanks for your time and Enjoy.
Downloads are below:
As seen in the two demos above my engine supports animation, which includes skinning and blending. Currently I only support two types of blending methods. These method are 1D and 2D generalized lerp blending. More about animations can be found in my blog post HERE. The first video just demonstrates the support for skinning a model, performing varies type of animation clips and also of course parenting transformation, such as the weapon. The second shows a humanoid model running around following a spline curve with an ease in and ease out function. The model starts idle, then transistion into walking and then finally picks up speed causing him to begin to run. Thus we blend between three animation clips, idle, walk, run. During the ease out phase the humanoid transition back to walking upon finishing the spline path. The struggle I faced during my time working on animations is getting the animations clips to transition properly at the right speed so the humanoid didnt seem like he was going to slow or to fast, causing the ' Moon Walk ' look. This can be fixed in the future using better use of clocks and grabbing a better model that has animations that work well together. I hope to create an animation player in my next small demo that allows to put all of this knowledge together in a much nicer looking environment.
Thanks for your time and Enjoy.
Downloads are below:

AnimationDemo0.zip | |
File Size: | 10302 kb |
File Type: | zip |

AnimationDemo1.zip | |
File Size: | 7677 kb |
File Type: | zip |