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 for a list of projects using ozz-animation.
Documentation and samples are available from ozz-animation website.
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++11, 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.
Linux | macOS | Windows | WebAssembly | |
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master | ||||
develop |
The dashboard for all branches is available here.
All contributions are welcome: code reviews, bug reports, bug fixes, samples, features, platforms, testing, documentation, optimizations...
Please read CONTRIBUTING file for more details about how to submit bugs or contribute to the code.
ozz-animation is hosted on github and distributed under the MIT License (MIT).