The art of animation blending has been used in games for many
years, from the original ‘Quake to modern day PS3 games. It is the
art of seamlessly merging from one animation to another to imitate
movements in the real world. Unlike traditional animation,
animation in games is not a linear process, moving from frame to
frame, but is composed of lots, some times as many as 150,
separate animations. The main objective of this project is to
investigate existing methods of animation blending in real time and
to use these techniques to solve the problem of creating my own
blending software. The secondary objectives are to research
methods of exporting animation files from Autodesk Maya 8.5 into
a format that can be loaded into a C++ program. The format will
have to deal with Joint Hierarchies, Geometry, and Animation for
use in animation blending.