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https://github.com/guillaumeblanc/ozz-animation

Open source c++ skeletal animation library and toolset
https://github.com/guillaumeblanc/ozz-animation

animation collada data-oriented fbx game mit-license simd soa sse

Last synced: 1 day ago
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Open source c++ skeletal animation library and toolset

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[![logo](media/icon/ozz-grey-256.png)](http://guillaumeblanc.github.io/ozz-animation/)

ozz-animation
=============

open source c++ 3d skeletal animation library and toolset
---------------------------------------------------------

ozz-animation provides runtime character animation playback functionalities (loading, sampling, blending...). It proposes a low-level renderer agnostic and game-engine agnostic implementation, focusing on performance and memory constraints with a data-oriented design.

ozz-animation comes with the toolchain to convert from major Digital Content Creation formats (gltf, Fbx, Collada, Obj, 3ds, dxf) to ozz optimized runtime structures. Offline libraries are also provided to implement the conversion from any other animation and skeleton format.

Follow [this link](https://github.com/guillaumeblanc/ozz-animation/issues/175) for a list of projects using ozz-animation.

Documentation
-------------

Documentation and samples are available from [ozz-animation website](http://guillaumeblanc.github.io/ozz-animation/).

Supported platforms
-------------------

ozz-animation is tested on WebAssembly, Linux, macOS and Windows, for x86, x86-64 and ARM architectures. The run-time code (ozz_base, ozz_animation, ozz_geometry) depends only on c++17, on the C and the C++ standard libraries, and has no OS specific code. Portability to any other platform shouldn't be an issue.

Samples, tools and tests depend on external libraries (glfw, tinygltf, Fbx SDK, jsoncpp, gtest, ...), which aren't need to ship with ozz-animation runtime.

Build status
------------

| | Linux | macOS | Windows | WebAssembly |
| ------- | ------ | ------ | ------- | ------- |
| master | [![Linux](https://github.com/guillaumeblanc/ozz-animation/actions/workflows/linux.yml/badge.svg?branch=master)](https://github.com/guillaumeblanc/ozz-animation/actions/workflows/linux.yml) | [![macOS](https://github.com/guillaumeblanc/ozz-animation/actions/workflows/macos.yml/badge.svg?branch=master)](https://github.com/guillaumeblanc/ozz-animation/actions/workflows/macos.yml) | [![Windows](https://github.com/guillaumeblanc/ozz-animation/actions/workflows/windows.yml/badge.svg?branch=master)](https://github.com/guillaumeblanc/ozz-animation/actions/workflows/windows.yml) | [![WASM](https://github.com/guillaumeblanc/ozz-animation/actions/workflows/wasm.yml/badge.svg?branch=master)](https://github.com/guillaumeblanc/ozz-animation/actions/workflows/wasm.yml) |
| develop | [![Linux](https://github.com/guillaumeblanc/ozz-animation/actions/workflows/linux.yml/badge.svg?branch=develop)](https://github.com/guillaumeblanc/ozz-animation/actions/workflows/linux.yml) | [![macOS](https://github.com/guillaumeblanc/ozz-animation/actions/workflows/macos.yml/badge.svg?branch=develop)](https://github.com/guillaumeblanc/ozz-animation/actions/workflows/macos.yml) | [![Windows](https://github.com/guillaumeblanc/ozz-animation/actions/workflows/windows.yml/badge.svg?branch=develop)](https://github.com/guillaumeblanc/ozz-animation/actions/workflows/windows.yml) | [![WASM](https://github.com/guillaumeblanc/ozz-animation/actions/workflows/wasm.yml/badge.svg?branch=develop)](https://github.com/guillaumeblanc/ozz-animation/actions/workflows/wasm.yml) |

The dashboard for all branches is available [here](http://guillaumeblanc.github.io/ozz-animation/documentation/dashboard/).

Contributing
------------

All contributions are welcome: code reviews, bug reports, bug fixes, samples, features, platforms, testing, documentation, optimizations...

Please read [CONTRIBUTING](CONTRIBUTING.md) file for more details about how to submit bugs or contribute to the code.

License
-------

ozz-animation is hosted on [github](http://github.com/guillaumeblanc/ozz-animation/) and distributed under the **MIT License** (MIT).