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.
Robot Skeletal 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.