Introduction to node-based animations
In this recipe, we will explore node-based animations, how they’re organized, and what the key principles of the glTF specification are. This builds on the code from Chapters 6 and 7. Let’s start with an overview of computer animation. At its core, computer animation is the process of creating moving images. This can be achieved in different ways, from playing a sequence of still images to using physics-based simulations for each pixel. Our focus will be on real-time computer graphics, which typically use efficient methods such as scene hierarchy transformations, skeletal animation, and morphing. Efficiency is key, as it allows the data to be represented and processed in real time on today’s hardware.
In Chapters 6 and 7, we looked at different scene graph representations and how a scene is represented in the glTF specification. Each scene is structured like a tree, with transformations applied to each node. By changing...