Game Development Reference
In-Depth Information
Animation clips
Now that we have a mesh with a skeleton, we can start talking about how skeletons become
animated. Ogre's animation system is based on animation clips and forward kinematics.
What this all boils down to is the use of a hierarchical setup where each child bone is a pos-
ition and orientation offset to its parent bone.
Each animation clip stores a number of key frames that pose the entire skeleton at a specif-
ic point in time. In between these key frames, Ogre will interpolate each bone position in
order to create an animated skeleton.
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