WARNING: BREAKING: REDESIGNED: **Animation System** #4606

REVIEWED: Reorganized structures for a clearer distinction between "skeleton", "skin" and "skinning" data
ADDED: New structures: `ModelSkeleton`, `ModelAnimPose` (alias `Transform*`)
ADDED: Runtime data `currentPose` and `boneMatrices` to `Model` structure
ADDED: Support animation frames-blending, for timing control
ADDED: Support animations blending, between two animations
REVIEWED: All models animation loading functions
ADDED: `UpdateModelAnimationEx()` for two animations blending
REMOVED: `UpdateModelAnimationBones*()`, simplified API
REVIEWED: Shader attributes/uniforms names for animations, for consistency
REVIEWED: Multiple tweaks on animations loading for consistency between formats
ADDED: example: `models_animation_timing`
ADDED: example: `models_animation_blending`
REVIEWED: example: `models_animation_gpu_skinning`
REVIEWED: example: `models_animation_blend_custom`
REVIEWED: All animated models loading examples
This commit is contained in:
Ray
2026-02-24 01:18:57 +01:00
parent bee3dc6673
commit d4dc038e2e
26 changed files with 1052 additions and 807 deletions

View File

@ -8,17 +8,15 @@
*
* Example contributed by Culacant (@culacant) and reviewed by Ramon Santamaria (@raysan5)
*
* NOTES: To export an IQM model from blender, make sure it is not posed, the vertices need
* to be in the same position as they would be in edit mode and the scale of the models is
* set to 0; scaling can be set from the export menu
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2019-2025 Culacant (@culacant) and Ramon Santamaria (@raysan5)
*
********************************************************************************************
*
* NOTE: To export a model from blender, make sure it is not posed, the vertices need to be
* in the same position as they would be in edit mode and the scale of your models is
* set to 0. Scaling can be done from the export menu
*
********************************************************************************************/
#include "raylib.h"
@ -38,7 +36,7 @@ int main(void)
// Define the camera to look into our 3d world
Camera camera = { 0 };
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.target = (Vector3){ 0.0f, 4.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
@ -46,15 +44,16 @@ int main(void)
Model model = LoadModel("resources/models/iqm/guy.iqm"); // Load the animated model mesh and basic data
Texture2D texture = LoadTexture("resources/models/iqm/guytex.png"); // Load model texture and set material
SetMaterialTexture(&model.materials[0], MATERIAL_MAP_DIFFUSE, texture); // Set model material map texture
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
// Load animation data
int animsCount = 0;
ModelAnimation *anims = LoadModelAnimations("resources/models/iqm/guyanim.iqm", &animsCount);
float animFrameCounter = 0;
int animCount = 0;
ModelAnimation *anims = LoadModelAnimations("resources/models/iqm/guyanim.iqm", &animCount);
// Animation playing variables
unsigned int animIndex = 0; // Current animation playing
float animCurrentFrame = 0.0f; // Current animation frame (supporting interpolated frames)
DisableCursor(); // Catch cursor
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -66,9 +65,9 @@ int main(void)
UpdateCamera(&camera, CAMERA_ORBITAL);
// Play animation when spacebar is held down
animFrameCounter += 1.0f;
UpdateModelAnimation(model, anims[0], animFrameCounter);
if (animFrameCounter >= anims[0].keyframeCount) animFrameCounter = 0;
animCurrentFrame += 1.0f;
UpdateModelAnimation(model, anims[0], animCurrentFrame);
if (animCurrentFrame >= anims[0].keyframeCount) animCurrentFrame = 0;
//----------------------------------------------------------------------------------
// Draw
@ -81,16 +80,11 @@ int main(void)
DrawModelEx(model, position, (Vector3){ 1.0f, 0.0f, 0.0f }, -90.0f, (Vector3){ 1.0f, 1.0f, 1.0f }, WHITE);
for (int i = 0; i < model.skeleton.boneCount; i++)
{
//DrawCube(anims[0].keyframePoses[animFrameCounter][i].translation, 0.2f, 0.2f, 0.2f, RED);
}
DrawGrid(10, 1.0f); // Draw a grid
DrawGrid(10, 1.0f);
EndMode3D();
DrawText("PRESS SPACE to PLAY MODEL ANIMATION", 10, 10, 20, MAROON);
DrawText(TextFormat("Current animation: %s", anims[animIndex].name), 10, 10, 20, MAROON);
DrawText("(c) Guy IQM 3D model by @culacant", screenWidth - 200, screenHeight - 20, 10, GRAY);
EndDrawing();
@ -99,9 +93,9 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Unload texture
UnloadModelAnimations(anims, animsCount); // Unload model animations data
UnloadModel(model); // Unload model
UnloadTexture(texture); // Unload texture
UnloadModelAnimations(anims, animCount); // Unload model animations data
UnloadModel(model); // Unload model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------