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Skeletal Blending

skeletal-blending

Qt application showcasing skeletal animation blending of BVH (Biovision hierarchical data) data. A single character with basic movement (rest, run and veer) can be moved around an undulating terrain.

Each bone is rendered from a recursive hierarchical joint transformation matrix constructed as follows:

$J = J * T_{J} * R_{J}$

Joint rotation is applied first, following translation and finally the accumulated transform.

Animations are blended by slerping between keyframe rotations over a fixed period of time.

Project Structure

skeletal-blending/
├── src/                   # Source code
├── assets/                # Static assets (.dem and .bvh files)
├── skeletal-blending.pro  # QMake project
└── README.md              # Project README

Build

qmake
make

Run

bin/skeletal-blending

Controls

Key(s) Action
/ / / Move character around
P Reset character to initial state
W / S Move camera forwards and backwards
A / D Move camera left and right
R / F Move camera up and down
Q / E Yaw camera left and right
X Exit application

Technologies

  • C++: >= C++17
  • Qt: 5.12.x
  • OpenGL: >= 4.0

Newer versions of Qt might work correctly, if no breaking changes that affect the application were introduced.

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Skeletal animation blending of BVH files

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