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REVIEWED: example: models_animation_bone_blending
This commit is contained in:
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@ -163,7 +163,6 @@ models;models_heightmap_rendering;★☆☆☆;1.8;3.5;2015;2025;"Ramon Santamar
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models;models_skybox_rendering;★★☆☆;1.8;4.0;2017;2025;"Ramon Santamaria";@raysan5
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models;models_textured_cube;★★☆☆;4.5;4.5;2022;2025;"Ramon Santamaria";@raysan5
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models;models_animation_gpu_skinning;★★★☆;4.5;4.5;2024;2025;"Daniel Holden";@orangeduck
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models;models_animation_bone_blending;★★★★;5.5;5.5;2025;2025;"[Your Name]";@[your_github]
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models;models_bone_socket;★★★★;4.5;4.5;2024;2025;"iP";@ipzaur
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models;models_tesseract_view;★★☆☆;5.6-dev;5.6-dev;2024;2025;"Timothy van der Valk";@arceryz
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models;models_basic_voxel;★★☆☆;5.5;5.5;2025;2025;"Tim Little";@timlittle
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@ -6,23 +6,29 @@
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*
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* Example originally created with raylib 5.5, last time updated with raylib 5.5
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*
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* This example demonstrates per-bone animation blending, allowing smooth transitions
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* between two animations by interpolating bone transforms. This is useful for:
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* - Blending movement animations (walk/run) with action animations (jump/attack)
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* - Creating smooth animation transitions
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* - Layering animations (e.g., upper body attack while lower body walks)
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*
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* Example contributed by dmitrii-brand (@dmitrii-brand) and reviewed by Ramon Santamaria (@raysan5)
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*
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* NOTE: Due to limitations in the Apple OpenGL driver, this feature does not work on MacOS
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* This example demonstrates per-bone animation blending, allowing smooth transitions
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* between two animations by interpolating bone transforms. This is useful for:
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* - Blending movement animations (walk/run) with action animations (jump/attack)
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* - Creating smooth animation transitions
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* - Layering animations (e.g., upper body attack while lower body walks)
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*
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* Note: Due to limitations in the Apple OpenGL driver, GPU skinning does not work on MacOS
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* Copyright (c) 2026 dmitrii-brand (@dmitrii-brand)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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#include <string.h> // For memcpy
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#include <stddef.h> // For NULL
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#include <string.h> // Required for: memcpy()
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#include <stdlib.h> // Required for: NULL
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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@ -31,140 +37,11 @@
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#endif
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//------------------------------------------------------------------------------------
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// Check if a bone is part of upper body (for selective blending)
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// Module Functions Declaration
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//------------------------------------------------------------------------------------
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bool IsUpperBodyBone(const char *boneName)
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{
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// Common upper body bone names (adjust based on your model)
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if (TextIsEqual(boneName, "spine") || TextIsEqual(boneName, "spine1") || TextIsEqual(boneName, "spine2") ||
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TextIsEqual(boneName, "chest") || TextIsEqual(boneName, "upperChest") ||
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TextIsEqual(boneName, "neck") || TextIsEqual(boneName, "head") ||
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TextIsEqual(boneName, "shoulder") || TextIsEqual(boneName, "shoulder_L") || TextIsEqual(boneName, "shoulder_R") ||
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TextIsEqual(boneName, "upperArm") || TextIsEqual(boneName, "upperArm_L") || TextIsEqual(boneName, "upperArm_R") ||
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TextIsEqual(boneName, "lowerArm") || TextIsEqual(boneName, "lowerArm_L") || TextIsEqual(boneName, "lowerArm_R") ||
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TextIsEqual(boneName, "hand") || TextIsEqual(boneName, "hand_L") || TextIsEqual(boneName, "hand_R") ||
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TextIsEqual(boneName, "clavicle") || TextIsEqual(boneName, "clavicle_L") || TextIsEqual(boneName, "clavicle_R"))
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{
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return true;
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}
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// Check if bone name contains upper body keywords
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if (strstr(boneName, "spine") != NULL || strstr(boneName, "chest") != NULL ||
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strstr(boneName, "neck") != NULL || strstr(boneName, "head") != NULL ||
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strstr(boneName, "shoulder") != NULL || strstr(boneName, "arm") != NULL ||
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strstr(boneName, "hand") != NULL || strstr(boneName, "clavicle") != NULL)
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{
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return true;
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}
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return false;
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}
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//------------------------------------------------------------------------------------
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// Blend two animations per-bone with selective upper/lower body blending
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//------------------------------------------------------------------------------------
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void BlendModelAnimationsBones(Model *model, ModelAnimation *anim1, int frame1,
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ModelAnimation *anim2, int frame2, float blendFactor, bool upperBodyBlend)
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{
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// Clamp blend factor to [0, 1]
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blendFactor = fminf(1.0f, fmaxf(0.0f, blendFactor));
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// Validate inputs
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if (anim1->boneCount == 0 || anim1->framePoses == NULL ||
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anim2->boneCount == 0 || anim2->framePoses == NULL ||
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model->boneCount == 0 || model->bindPose == NULL)
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{
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return;
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}
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// Ensure frame indices are valid
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if (frame1 >= anim1->frameCount) frame1 = anim1->frameCount - 1;
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if (frame2 >= anim2->frameCount) frame2 = anim2->frameCount - 1;
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if (frame1 < 0) frame1 = 0;
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if (frame2 < 0) frame2 = 0;
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// Find first mesh with bones
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int firstMeshWithBones = -1;
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for (int i = 0; i < model->meshCount; i++)
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{
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if (model->meshes[i].boneMatrices)
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{
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firstMeshWithBones = i;
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break;
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}
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}
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if (firstMeshWithBones == -1) return;
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// Get bone count (use minimum of all to be safe)
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int boneCount = model->boneCount;
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if (anim1->boneCount < boneCount) boneCount = anim1->boneCount;
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if (anim2->boneCount < boneCount) boneCount = anim2->boneCount;
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// Blend each bone
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for (int boneId = 0; boneId < boneCount; boneId++)
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{
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// Determine blend factor for this bone
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float boneBlendFactor = blendFactor;
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// If upper body blending is enabled, use different blend factors for upper vs lower body
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if (upperBodyBlend)
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{
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const char *boneName = model->bones[boneId].name;
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bool isUpperBody = IsUpperBodyBone(boneName);
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// Upper body: use anim2 (attack), Lower body: use anim1 (walk)
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// blendFactor = 0.0 means full anim1 (walk), 1.0 means full anim2 (attack)
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if (isUpperBody)
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{
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// Upper body: blend towards anim2 (attack)
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boneBlendFactor = blendFactor;
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}
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else
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{
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// Lower body: blend towards anim1 (walk) - invert the blend
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boneBlendFactor = 1.0f - blendFactor;
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}
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}
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// Get transforms from both animations
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Transform *bindTransform = &model->bindPose[boneId];
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Transform *anim1Transform = &anim1->framePoses[frame1][boneId];
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Transform *anim2Transform = &anim2->framePoses[frame2][boneId];
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// Blend the transforms
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Transform blended;
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blended.translation = Vector3Lerp(anim1Transform->translation, anim2Transform->translation, boneBlendFactor);
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blended.rotation = QuaternionSlerp(anim1Transform->rotation, anim2Transform->rotation, boneBlendFactor);
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blended.scale = Vector3Lerp(anim1Transform->scale, anim2Transform->scale, boneBlendFactor);
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// Convert bind pose to matrix
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Matrix bindMatrix = MatrixMultiply(MatrixMultiply(
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MatrixScale(bindTransform->scale.x, bindTransform->scale.y, bindTransform->scale.z),
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QuaternionToMatrix(bindTransform->rotation)),
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MatrixTranslate(bindTransform->translation.x, bindTransform->translation.y, bindTransform->translation.z));
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// Convert blended transform to matrix
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Matrix blendedMatrix = MatrixMultiply(MatrixMultiply(
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MatrixScale(blended.scale.x, blended.scale.y, blended.scale.z),
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QuaternionToMatrix(blended.rotation)),
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MatrixTranslate(blended.translation.x, blended.translation.y, blended.translation.z));
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// Calculate final bone matrix (similar to UpdateModelAnimationBones)
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model->meshes[firstMeshWithBones].boneMatrices[boneId] = MatrixMultiply(MatrixInvert(bindMatrix), blendedMatrix);
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}
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// Copy bone matrices to remaining meshes
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for (int i = firstMeshWithBones + 1; i < model->meshCount; i++)
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{
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if (model->meshes[i].boneMatrices)
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{
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memcpy(model->meshes[i].boneMatrices,
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model->meshes[firstMeshWithBones].boneMatrices,
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model->meshes[i].boneCount * sizeof(model->meshes[i].boneMatrices[0]));
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}
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}
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}
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static bool IsUpperBodyBone(const char *boneName);
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static void BlendModelAnimationsBones(Model *model, ModelAnimation *anim1, int frame1,
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ModelAnimation *anim2, int frame2, float blendFactor, bool upperBodyBlend);
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//------------------------------------------------------------------------------------
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// Program main entry point
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@ -207,8 +84,8 @@ int main(void)
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}
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// Use specific indices: walk/move = 2, attack = 3
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unsigned int animIndex1 = 2; // Walk/Move animation (index 2)
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unsigned int animIndex2 = 3; // Attack animation (index 3)
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unsigned int animIndex1 = 2; // Walk/Move animation (index 2)
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unsigned int animIndex2 = 3; // Attack animation (index 3)
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unsigned int animCurrentFrame1 = 0;
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unsigned int animCurrentFrame2 = 0;
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@ -241,8 +118,8 @@ int main(void)
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ModelAnimation anim1 = modelAnimations[animIndex1];
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ModelAnimation anim2 = modelAnimations[animIndex2];
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animCurrentFrame1 = (animCurrentFrame1 + 1) % anim1.frameCount;
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animCurrentFrame2 = (animCurrentFrame2 + 1) % anim2.frameCount;
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animCurrentFrame1 = (animCurrentFrame1 + 1)%anim1.frameCount;
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animCurrentFrame2 = (animCurrentFrame2 + 1)%anim2.frameCount;
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// Blend the two animations
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characterModel.transform = MatrixTranslate(position.x, position.y, position.z);
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@ -289,3 +166,131 @@ int main(void)
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return 0;
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}
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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// Check if a bone is part of upper body (for selective blending)
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static bool IsUpperBodyBone(const char *boneName)
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{
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// Common upper body bone names (adjust based on your model)
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if (TextIsEqual(boneName, "spine") || TextIsEqual(boneName, "spine1") || TextIsEqual(boneName, "spine2") ||
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TextIsEqual(boneName, "chest") || TextIsEqual(boneName, "upperChest") ||
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TextIsEqual(boneName, "neck") || TextIsEqual(boneName, "head") ||
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TextIsEqual(boneName, "shoulder") || TextIsEqual(boneName, "shoulder_L") || TextIsEqual(boneName, "shoulder_R") ||
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TextIsEqual(boneName, "upperArm") || TextIsEqual(boneName, "upperArm_L") || TextIsEqual(boneName, "upperArm_R") ||
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TextIsEqual(boneName, "lowerArm") || TextIsEqual(boneName, "lowerArm_L") || TextIsEqual(boneName, "lowerArm_R") ||
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TextIsEqual(boneName, "hand") || TextIsEqual(boneName, "hand_L") || TextIsEqual(boneName, "hand_R") ||
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TextIsEqual(boneName, "clavicle") || TextIsEqual(boneName, "clavicle_L") || TextIsEqual(boneName, "clavicle_R"))
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{
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return true;
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}
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// Check if bone name contains upper body keywords
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if (strstr(boneName, "spine") != NULL || strstr(boneName, "chest") != NULL ||
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strstr(boneName, "neck") != NULL || strstr(boneName, "head") != NULL ||
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strstr(boneName, "shoulder") != NULL || strstr(boneName, "arm") != NULL ||
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strstr(boneName, "hand") != NULL || strstr(boneName, "clavicle") != NULL)
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{
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return true;
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}
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return false;
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}
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// Blend two animations per-bone with selective upper/lower body blending
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static void BlendModelAnimationsBones(Model *model, ModelAnimation *anim1, int frame1,
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ModelAnimation *anim2, int frame2, float blendFactor, bool upperBodyBlend)
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{
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// Validate inputs
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if (anim1->boneCount == 0 || anim1->framePoses == NULL ||
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anim2->boneCount == 0 || anim2->framePoses == NULL ||
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model->boneCount == 0 || model->bindPose == NULL)
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{
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return;
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}
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// Clamp blend factor to [0, 1]
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blendFactor = fminf(1.0f, fmaxf(0.0f, blendFactor));
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// Ensure frame indices are valid
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if (frame1 >= anim1->frameCount) frame1 = anim1->frameCount - 1;
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if (frame2 >= anim2->frameCount) frame2 = anim2->frameCount - 1;
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if (frame1 < 0) frame1 = 0;
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if (frame2 < 0) frame2 = 0;
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// Find first mesh with bones
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int firstMeshWithBones = -1;
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for (int i = 0; i < model->meshCount; i++)
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{
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if (model->meshes[i].boneMatrices)
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{
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firstMeshWithBones = i;
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break;
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}
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}
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if (firstMeshWithBones == -1) return;
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// Get bone count (use minimum of all to be safe)
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int boneCount = model->boneCount;
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if (anim1->boneCount < boneCount) boneCount = anim1->boneCount;
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if (anim2->boneCount < boneCount) boneCount = anim2->boneCount;
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// Blend each bone
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for (int boneId = 0; boneId < boneCount; boneId++)
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{
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// Determine blend factor for this bone
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float boneBlendFactor = blendFactor;
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// If upper body blending is enabled, use different blend factors for upper vs lower body
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if (upperBodyBlend)
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{
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const char *boneName = model->bones[boneId].name;
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bool isUpperBody = IsUpperBodyBone(boneName);
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// Upper body: use anim2 (attack), Lower body: use anim1 (walk)
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// blendFactor = 0.0 means full anim1 (walk), 1.0 means full anim2 (attack)
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if (isUpperBody) boneBlendFactor = blendFactor; // Upper body: blend towards anim2 (attack)
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else boneBlendFactor = 1.0f - blendFactor; // Lower body: blend towards anim1 (walk) - invert the blend
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}
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// Get transforms from both animations
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Transform *bindTransform = &model->bindPose[boneId];
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Transform *anim1Transform = &anim1->framePoses[frame1][boneId];
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Transform *anim2Transform = &anim2->framePoses[frame2][boneId];
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// Blend the transforms
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Transform blended;
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blended.translation = Vector3Lerp(anim1Transform->translation, anim2Transform->translation, boneBlendFactor);
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blended.rotation = QuaternionSlerp(anim1Transform->rotation, anim2Transform->rotation, boneBlendFactor);
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blended.scale = Vector3Lerp(anim1Transform->scale, anim2Transform->scale, boneBlendFactor);
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// Convert bind pose to matrix
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Matrix bindMatrix = MatrixMultiply(MatrixMultiply(
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MatrixScale(bindTransform->scale.x, bindTransform->scale.y, bindTransform->scale.z),
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QuaternionToMatrix(bindTransform->rotation)),
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MatrixTranslate(bindTransform->translation.x, bindTransform->translation.y, bindTransform->translation.z));
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// Convert blended transform to matrix
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Matrix blendedMatrix = MatrixMultiply(MatrixMultiply(
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MatrixScale(blended.scale.x, blended.scale.y, blended.scale.z),
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QuaternionToMatrix(blended.rotation)),
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MatrixTranslate(blended.translation.x, blended.translation.y, blended.translation.z));
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// Calculate final bone matrix (similar to UpdateModelAnimationBones)
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model->meshes[firstMeshWithBones].boneMatrices[boneId] = MatrixMultiply(MatrixInvert(bindMatrix), blendedMatrix);
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}
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// Copy bone matrices to remaining meshes
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for (int i = firstMeshWithBones + 1; i < model->meshCount; i++)
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{
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if (model->meshes[i].boneMatrices)
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{
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memcpy(model->meshes[i].boneMatrices,
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model->meshes[firstMeshWithBones].boneMatrices,
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model->meshes[i].boneCount*sizeof(model->meshes[i].boneMatrices[0]));
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}
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}
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}
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