Hierarchical Animation


Hierarchical (skeletal) animation system in C++ and DirectX

Overview

Hierarchical Animation is a C++ project that demonstrates skeletal animation through parent–child transformations, animation state switching, and component-based modelling using DirectX. The architecture is designed for clarity, reusability, and educational presentation of 3-D engine techniques.


Plane Component Animation

My Role

I implemented the full animation subsystem: the hierarchy model (joints/limbs), animation state machine (idle, attack, death), component-based entity structure, and integration into the demo runtime provided.

Key Features
  • Skeletal animation using parent–child transformations for rotation, scaling and translation
  • Component-based entity modelling for building modular characters and objects
  • Animation state switching (idle, attack, death) with simple blending
  • Multiple camera modes and interactive scene controls
  • Architecture that cleanly separates animation logic from the demo runtime
Technical Highlights
  • Custom skeletal hierarchy engine independent of the shared runtime
  • Relative transforms that combine joint movements into complex animations
  • Lightweight blending system enabling smooth state transitions
  • Animation module designed for easy reuse across other engines or demos
Tools and Technologies

C++, DirectX 11, skeletal animation architecture, component-based systems, modular interfaces, Git.