Questions tagged [skeletal-animation]

Skeletal animation is a technique in computer animation in which a character consists of 2D/3D model and hierarchical set of interconnected bones used to animate the mesh.

Skeletal Animation (sometimes referred as Bone Animation) is a system of animating a 2D or 3D model by overlaying the the model itself (also referred as Mesh) with a bone and joint control mechanism referred as the rig or skeleton.

In 2D models, the image used for the model is broken down to individual segments, and the pivot points connecting them create the rig for the model. In 3D models the rig may be more complex.

There are many software products which support skeletal animation, and it is used extensively in the game industry as it allows the player to animate a character in real-time. In skeletal animation is controlled via the animation tab by adding keyframes and curves.

Skeletal Animation on Wikipedia

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Applying weights to matrixes and vertices (bone rotation)

I'm rotating the bones of a skeleton inside a mesh for a low poly 3D figure. On the vertex shader its applied like this. glsl: vec4 vert1 = (bone_matrix[index1]*vertex_in)*weight; vec4 vert2 = (bone_matrix[index2]*vertex_in)*(1-weight); …
gunfulker
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OpenGL animation

If I have a human body 3d model, that I want to animate walking, what is the best way to achieve this? Here are the possible ways I see this being implemented: Create several models with the legs in different positions and then interpolate between…
Martin Konecny
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Updating Three.js Skeletal Animations to New Mixer Based System

The mixer system was introduced in r73, and I've been trying since then to update my game to this new system. I am ALMOST there except one thing. Cross-fading on some animations with certain geometries have a slight delay that did not exist in r72.…
Hobbes
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Model with bones animation (blender export) animating incorrectly in three.js

I am currently working on skeletal animation tests in three.js. I have a simple model which animates just fine in blender. Basically it consists of three stacked, bending cubes. When I export the blender file to the three.js using the blender export…
Patrick
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OpenGL skeleton animation

I am trying to add animation to my program. I have human model created in Blender with skeletal animation, and I can skip through the keyframes to see the model walking. Now I've exported the model to an XML (Ogre3D) format, and in this XML file I…
Martin Konecny
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Is OpenGL ES suitable for performing skeletal animations?

I have to start a 3D-Project for mobile platforms. First of all I would like to outline the main aim - skeletal animation. As for the solution I was thinking of OpenGL ES and C++. So the questions are: Is OpenGL ES robust enough to handle skeletal…
Alexander Shukaev
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Optimizing vertices for skeletal animation in OpenGL ES

So I'm working with a 2D skeletal animation system. There are X number of bones, each bone has at least 1 part (a quad, two triangles). On average, I have maybe 20 bones, and 30 parts. Most bones depend on a parent, the bones will move every frame.…
Richard Taylor
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Is this a good OO design?

I'm building an API for myself to do 2D skeletal animation. I have a Bone class and a Skeleton class. The Skeleton creates a root bone and then subsequent bones are added via the Skeleton's add method by providing the parent bone. What I now want to…
jmasterx
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Directx 11 skeletal animations

I'm lost with skeletal animation. I've read some things about this, but their is still one thing I don't understand. This is conclusions I have. I saw 3 ways to animate a mesh with bones : I have a Mesh class that contains vertices, vertex buffer,…
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Assimp - How to access armature which is separate from mesh?

I'm using Assimp to import an animated FBX file. My problem is that the armature within the scene exists independently to the 11 separate mesh which share that same joint data. Until now I've been retrieving the bone data as I iterate over the mesh…
livin_amuk
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Inverse kinematics with end effector orientation?

I'm trying to implement an inverse kinematics solver, but this time even with the end effector's orientation. I succeeded with the case when the end effector only requires the position. I learned that in this case, you can construct the Jacobian…
Peter
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GPU Skeletal Animation and Normals. Is there fast way to get transpose(inverse(m))?

Writing hardware skinning for my game and need to animate normals too. From this article I learned that usually to transform normals you need something like this: transformed_normal = transpose(inverse(bone[i])) * normal; I can't pass second set of…
Tony Forge
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What is a node extra technique in Collada?

I am parsing the 1.4.1 Collada(exported from Blender), and I have noticed under the library_visual_scenes section, some nodes have extra technique sections. Looking online, its not really clear what these are used for, or how I can use them. I…
Mike5050
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Inverse Kinematics: How to Parameterize a Ball-and-Socket Joint?

I'm learning about inverse kinematics, and am trying to write a human skeleton simulation. I am having trouble deciding how to parameterize the rotation of a ball-and-socket joint. Two methods that I can think of: The familiar axis-angle (or Euler…
user3235832
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Skeletal Animation in OpenGL (GLSL) with Assimp

I am trying to implement GLSL-powered skeletal animation in a program... and rather than beautiful 3D animation, I've created a monster: https://i.stack.imgur.com/iPkN6.gif After trying a few different techniques, I created a less terrifying but…
mcmonkey4eva
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