raylib/examples/models/models_animation_bone_blending.c

297 lines
13 KiB
C

/*******************************************************************************************
*
* raylib [models] example - animation bone blending
*
* Example complexity rating: [★★★★] 4/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.5
*
* This example demonstrates per-bone animation blending, allowing smooth transitions
* between two animations by interpolating bone transforms. This is useful for:
* - Blending movement animations (walk/run) with action animations (jump/attack)
* - Creating smooth animation transitions
* - Layering animations (e.g., upper body attack while lower body walks)
*
* Example contributed by dmitrii-brand (@dmitrii-brand) and reviewed by Ramon Santamaria (@raysan5)
*
* NOTE: Due to limitations in the Apple OpenGL driver, this feature does not work on MacOS
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2026 dmitrii-brand (@dmitrii-brand)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#include <string.h> // Required for: memcpy()
#include <stdlib.h> // Required for: NULL
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
//------------------------------------------------------------------------------------
// Module Functions Declaration
//------------------------------------------------------------------------------------
static bool IsUpperBodyBone(const char *boneName);
static void BlendModelAnimationsBones(Model *model, ModelAnimation *anim1, int frame1,
ModelAnimation *anim2, int frame2, float blendFactor, bool upperBodyBlend);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - animation bone blending");
// Define the camera to look into our 3d world
Camera camera = { 0 };
camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
// Load gltf model
Model characterModel = LoadModel("resources/models/gltf/greenman.glb");
// Load skinning shader
Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION));
characterModel.materials[1].shader = skinningShader;
// Load gltf model animations
int animsCount = 0;
ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/greenman.glb", &animsCount);
// Log all available animations for debugging
TraceLog(LOG_INFO, "Found %d animations:", animsCount);
for (int i = 0; i < animsCount; i++)
{
TraceLog(LOG_INFO, " Animation %d: %s (%d frames)", i, modelAnimations[i].name, modelAnimations[i].frameCount);
}
// Use specific indices: walk/move = 2, attack = 3
unsigned int animIndex1 = 2; // Walk/Move animation (index 2)
unsigned int animIndex2 = 3; // Attack animation (index 3)
unsigned int animCurrentFrame1 = 0;
unsigned int animCurrentFrame2 = 0;
// Validate indices
if (animIndex1 >= animsCount) animIndex1 = 0;
if (animIndex2 >= animsCount) animIndex2 = (animsCount > 1) ? 1 : 0;
TraceLog(LOG_INFO, "Using Walk (index %d): %s", animIndex1, modelAnimations[animIndex1].name);
TraceLog(LOG_INFO, "Using Attack (index %d): %s", animIndex2, modelAnimations[animIndex2].name);
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
bool upperBodyBlend = true; // Toggle: true = upper/lower body blending, false = uniform blending (50/50)
DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_THIRD_PERSON);
// Toggle upper/lower body blending mode (SPACE key)
if (IsKeyPressed(KEY_SPACE)) upperBodyBlend = !upperBodyBlend;
// Update animation frames
ModelAnimation anim1 = modelAnimations[animIndex1];
ModelAnimation anim2 = modelAnimations[animIndex2];
animCurrentFrame1 = (animCurrentFrame1 + 1)%anim1.frameCount;
animCurrentFrame2 = (animCurrentFrame2 + 1)%anim2.frameCount;
// Blend the two animations
characterModel.transform = MatrixTranslate(position.x, position.y, position.z);
// When upperBodyBlend is ON: upper body = attack (1.0), lower body = walk (0.0)
// When upperBodyBlend is OFF: uniform blend at 0.5 (50% walk, 50% attack)
float blendFactor = upperBodyBlend ? 1.0f : 0.5f;
BlendModelAnimationsBones(&characterModel, &anim1, animCurrentFrame1, &anim2, animCurrentFrame2, blendFactor, upperBodyBlend);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
// Draw character mesh, pose calculation is done in shader (GPU skinning)
DrawMesh(characterModel.meshes[0], characterModel.materials[1], characterModel.transform);
DrawGrid(10, 1.0f);
EndMode3D();
// Draw UI
DrawText("BONE BLENDING EXAMPLE", 10, 10, 20, DARKGRAY);
DrawText(TextFormat("Walk (Animation 2): %s", anim1.name), 10, 35, 10, GRAY);
DrawText(TextFormat("Attack (Animation 3): %s", anim2.name), 10, 50, 10, GRAY);
DrawText(TextFormat("Mode: %s", upperBodyBlend ? "Upper/Lower Body Blending" : "Uniform Blending"), 10, 65, 10, GRAY);
DrawText("SPACE - Toggle blending mode", 10, GetScreenHeight() - 20, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadModelAnimations(modelAnimations, animsCount); // Unload model animation
UnloadModel(characterModel); // Unload model and meshes/material
UnloadShader(skinningShader); // Unload GPU skinning shader
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Check if a bone is part of upper body (for selective blending)
static bool IsUpperBodyBone(const char *boneName)
{
// Common upper body bone names (adjust based on your model)
if (TextIsEqual(boneName, "spine") || TextIsEqual(boneName, "spine1") || TextIsEqual(boneName, "spine2") ||
TextIsEqual(boneName, "chest") || TextIsEqual(boneName, "upperChest") ||
TextIsEqual(boneName, "neck") || TextIsEqual(boneName, "head") ||
TextIsEqual(boneName, "shoulder") || TextIsEqual(boneName, "shoulder_L") || TextIsEqual(boneName, "shoulder_R") ||
TextIsEqual(boneName, "upperArm") || TextIsEqual(boneName, "upperArm_L") || TextIsEqual(boneName, "upperArm_R") ||
TextIsEqual(boneName, "lowerArm") || TextIsEqual(boneName, "lowerArm_L") || TextIsEqual(boneName, "lowerArm_R") ||
TextIsEqual(boneName, "hand") || TextIsEqual(boneName, "hand_L") || TextIsEqual(boneName, "hand_R") ||
TextIsEqual(boneName, "clavicle") || TextIsEqual(boneName, "clavicle_L") || TextIsEqual(boneName, "clavicle_R"))
{
return true;
}
// Check if bone name contains upper body keywords
if (strstr(boneName, "spine") != NULL || strstr(boneName, "chest") != NULL ||
strstr(boneName, "neck") != NULL || strstr(boneName, "head") != NULL ||
strstr(boneName, "shoulder") != NULL || strstr(boneName, "arm") != NULL ||
strstr(boneName, "hand") != NULL || strstr(boneName, "clavicle") != NULL)
{
return true;
}
return false;
}
// Blend two animations per-bone with selective upper/lower body blending
static void BlendModelAnimationsBones(Model *model, ModelAnimation *anim1, int frame1,
ModelAnimation *anim2, int frame2, float blendFactor, bool upperBodyBlend)
{
// Validate inputs
if (anim1->boneCount == 0 || anim1->framePoses == NULL ||
anim2->boneCount == 0 || anim2->framePoses == NULL ||
model->boneCount == 0 || model->bindPose == NULL)
{
return;
}
// Clamp blend factor to [0, 1]
blendFactor = fminf(1.0f, fmaxf(0.0f, blendFactor));
// Ensure frame indices are valid
if (frame1 >= anim1->frameCount) frame1 = anim1->frameCount - 1;
if (frame2 >= anim2->frameCount) frame2 = anim2->frameCount - 1;
if (frame1 < 0) frame1 = 0;
if (frame2 < 0) frame2 = 0;
// Find first mesh with bones
int firstMeshWithBones = -1;
for (int i = 0; i < model->meshCount; i++)
{
if (model->meshes[i].boneMatrices)
{
firstMeshWithBones = i;
break;
}
}
if (firstMeshWithBones == -1) return;
// Get bone count (use minimum of all to be safe)
int boneCount = model->boneCount;
if (anim1->boneCount < boneCount) boneCount = anim1->boneCount;
if (anim2->boneCount < boneCount) boneCount = anim2->boneCount;
// Blend each bone
for (int boneId = 0; boneId < boneCount; boneId++)
{
// Determine blend factor for this bone
float boneBlendFactor = blendFactor;
// If upper body blending is enabled, use different blend factors for upper vs lower body
if (upperBodyBlend)
{
const char *boneName = model->bones[boneId].name;
bool isUpperBody = IsUpperBodyBone(boneName);
// Upper body: use anim2 (attack), Lower body: use anim1 (walk)
// blendFactor = 0.0 means full anim1 (walk), 1.0 means full anim2 (attack)
if (isUpperBody) boneBlendFactor = blendFactor; // Upper body: blend towards anim2 (attack)
else boneBlendFactor = 1.0f - blendFactor; // Lower body: blend towards anim1 (walk) - invert the blend
}
// Get transforms from both animations
Transform *bindTransform = &model->bindPose[boneId];
Transform *anim1Transform = &anim1->framePoses[frame1][boneId];
Transform *anim2Transform = &anim2->framePoses[frame2][boneId];
// Blend the transforms
Transform blended;
blended.translation = Vector3Lerp(anim1Transform->translation, anim2Transform->translation, boneBlendFactor);
blended.rotation = QuaternionSlerp(anim1Transform->rotation, anim2Transform->rotation, boneBlendFactor);
blended.scale = Vector3Lerp(anim1Transform->scale, anim2Transform->scale, boneBlendFactor);
// Convert bind pose to matrix
Matrix bindMatrix = MatrixMultiply(MatrixMultiply(
MatrixScale(bindTransform->scale.x, bindTransform->scale.y, bindTransform->scale.z),
QuaternionToMatrix(bindTransform->rotation)),
MatrixTranslate(bindTransform->translation.x, bindTransform->translation.y, bindTransform->translation.z));
// Convert blended transform to matrix
Matrix blendedMatrix = MatrixMultiply(MatrixMultiply(
MatrixScale(blended.scale.x, blended.scale.y, blended.scale.z),
QuaternionToMatrix(blended.rotation)),
MatrixTranslate(blended.translation.x, blended.translation.y, blended.translation.z));
// Calculate final bone matrix (similar to UpdateModelAnimationBones)
model->meshes[firstMeshWithBones].boneMatrices[boneId] = MatrixMultiply(MatrixInvert(bindMatrix), blendedMatrix);
}
// Copy bone matrices to remaining meshes
for (int i = firstMeshWithBones + 1; i < model->meshCount; i++)
{
if (model->meshes[i].boneMatrices)
{
memcpy(model->meshes[i].boneMatrices,
model->meshes[firstMeshWithBones].boneMatrices,
model->meshes[i].boneCount*sizeof(model->meshes[i].boneMatrices[0]));
}
}
}