In this 2h masterclass, Alex Champandard talks about the implementation details of animation systems that are commonly used in the games industry. In particular, you'll learn about the representation of motion data as animated tracks of quaternion rotations, how skeletons are represented and how they relate to point clouds. Also, this session goes into details about how blend-trees are implemented and how they can be implemented efficiently by using separate processors.
Low-Level Animation Technology
Alex J. Champandard on December 8, 2008
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