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RdR87 edited this page Aug 20, 2019 · 5 revisions

Character Animation System

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).

Features

General

  • Intended and optimized for use in 3D real-time applications

Animation

  • 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

Prerequisites

  • C++11 compiler
    • Visual Studio 2012 or higher
    • GCC 4.7 or higher

Dependencies

  • Math library

Build

VS 2013+

  • Open solution and build

GCC

  • Open CMD
  • Goto CAS root
  • cmake -G "MinGW Makefiles"
  • mingw32-make
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