Linear Interpolation (Lerp)
This is just a quick exploration into Lerp and the Math behind it to learn the basic concepts.
Formula:
Vector a (Initial), Vector b (Target), float t (ratio from 0 to 1)
Resulting Vector = (a.x+(b.x - a.x) * t,
a.y+(b.y - a.y) * t,
a.z+(b.z - a.z) * t)
- b.x - a.x returns the difference between the two components
- t scales the result of b.x - a.x between 0 and the result
- (4-1) = 3 so t will scale it from 0 to 3
- adding a.x at the end makes it the starting point when t = 0 and at t = 1, the x will be equal to b.x
Here's an interactive example:
Animation Programming - Research Material (living document)
Animation/Game Engine
Animation Programming Basics - Bobby Anguelov
Game Engine Architecture - Jason Gregory
https://www.amazon.co.uk/Engine-Architecture-Third-Jason-Gregory/dp/1138035459
Animation Bootcamp - David Rosen
Procedural Animations
Principles of Animal Locomotion - R. McNeill Alexander
Automated Semi-Procedural Animation for Character Locomotion - Rune Skovbo Johansen
https://runevision.com/thesis/rune_skovbo_johansen_thesis.pdf
IK Rig: Procedural Pose Animation - Alexander Bereznyak
Predictive Animation Control Using Simulations and Fitted Models - Ingimar Holm Guomundsson, Hendrik Skubch, Fabien Gravot & Youichiro Miyake
Daniel Holden Blog Posts
Physics-Based Animation by Kenny Erleben
https://www.amazon.co.uk/Physics-based-Animation-Graphics-Kenny-Erleben/dp/1584503807
The Rain World Animation Process