Brandon Stafferton

Skinned Mesh Animation and Terrain

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Animations

This project demonstrates Skinned Mesh Animation using DirectX 11. Bones are read in and transformed using a hierarchy, with rotation handled via quaternions.

Idle Walking Running Jumping

Animation Blending

Animation blending allows smooth transitions between states, e.g., idling to walking, walking to running. Transform, scale, and rotation are interpolated between animations.

Idle to Walking Walking to Running

Contact

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