How to do additive blending
The basic principle of additive animation blending has already been outlined in the Does it blend? section. We must split our model into two distinct parts and animate both parts using different animation clips. Let’s see how.
Splitting the node skeleton – part I
The first change is for convenience, as it allows us to print the name of the current node in the user interface. Add the following public method to the GltfNode.h file in the model folder:
std::string getNodeName();
In the implementation in the GltfNode.cpp file, also in the model folder, we return the saved node name:
std::string GltfNode::getNodeName() {
return mNodeName;
}
Splitting the model will be done in the GltfModel class. We add the two public methods, setSkeletonSplitNode() and getNodeName(), to the GltfModel.h file in the model folder:
void setSkeletonSplitNode(int nodeNum);
std::string getNodeName...