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RdR87 edited this page Aug 20, 2019
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CAS is a character animation library. The library is designed to be independent from render or physics engines and easy to integrate in your own project(s).
- Intended and optimized for use in 3D real-time applications
- Arbitrary bones per skeleton
- Multiple skins per character
- Multiple animations per character
- Arbitrary key frames per animation
- Animation controls
- Speed
- Direction
- Weight
- Key frame range
- Looping:
- Continuous
- Bounce
- Animation interpolation
- Animation mixing
- Animation blending
- Animation layering
- Animation synchronization
- Animation mirroring
- Animation fading
- Fade in
- Fade out
- Cross fade between 2 animations
- Procedural animation support
- Custom (binary) file formats
- 3DS Max exporters
- Multithreading
- Multiple texture per skin
- Per bone scaling
- Per bone/per animation weighting
- Per bone/per animation scaling
- LOD
- Animation update frequency (cache)
- Bone locking
- Custom controllers
- Inverse Kinematics controller
- Event callbacks
- C++11 compiler
- Visual Studio 2012 or higher
- GCC 4.7 or higher
- Math library
- Open solution and build
- Open CMD
- Goto CAS root
- cmake -G "MinGW Makefiles"
- mingw32-make