The process of creating a skeleton that will be used for character animation in computer graphics. The process of binding a 3D mesh to the skeleton - a mesh that will be deformed by the movements of the joints and bones of the skeleton - is called skinning.

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CAT RIG to FBX XNA problems

Im trying to export my 3ds max cat rig to fbx for use in XNA. in that file i have 1 animation playing and i want to be able to use it within xna. So the problem is, once ive exported the file out, ...
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45 views

Problem with drawing mesh

So I made this simple model in blender. Its made up of one mesh, and one armature that contains three bones. This is the parent-child relationship that I made in blender: For the sake of simplicity ...
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1answer
101 views

Guidelines when rigging a character

Just wondering that how many IK (Inverse Kinematic) bones should you apply to a game character before it starts to go resource hog. Basically should you try to get rid of IK bones and just try to ...
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88 views

Draw mesh with multiple bones

So I currently have an object made up of only one mesh. And this object contains three bones. One for strecthing the mesh left, one for streching the mesh up, and a center bone, which moves the object ...
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1answer
232 views

Make bones in blender work corectly in XNA

So, I am trying to connect bones with vertex groups in blender, but I keep failing. if I move a bone in XNA, it doesnt also move those vertecis that are connected to this bone(vertex groups). What I ...
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71 views

Animated rig improperly imported, unsure how to fix [closed]

In the following screenshot I have the elbow of a rigged human model in 3d studio max, as you can see it looks natural: http://i.imgur.com/CFozg.png Here it is in Unity: http://i.imgur.com/ltGib.png ...
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160 views

Fastest approach to 3D animation

I'm currently tasked with designing a small HTML5 game. Having done everything by myself so far (3D models, codebase, game design, etc) I'm now at a point where I'm running out of time. I've less ...
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129 views

How to create rigged 3dModel in Blender and setRotation in irrlicht?

I have edited a rigged human model in blender (to change the axis of rotation of certain joints), to export it to Irrlicht and setRotation on the model's joints. Irrlicht detects the joints in ...
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820 views

How to port animation from one skeleton to another?

While I need to do this in a Blender3D modeler script, the math should be similar for other modelers or realtime engines. Blender3D specific terminology: Armature = skeleton EditBone = rest pose bone ...
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2answers
891 views

XNA: Rotating Bones

XNA 4.0 I am trying to learn how to rotate bones on a very simple tank model I made in Cinema 4D. It is rigged by 3 bones, Root -> Main -> Turret -> Barrel I have binded all of the objects to the ...
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207 views

Why do FPS games have a 3rd and 1st person mode when doing animations? [closed]

I noticed how in FPS mode you have cool looking skins on the gloves and weapons but in 3rd they are screwed. Why does a game need this sort of structure ? And also where do you learn how to rig ...
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1answer
193 views

How can animate a set of rigs without reinventing the wheel?

I have a set of rigs of my own defined 3D doll in Javascript. I would like to animate a set of rigs to simulate walking, jumping, etc. Obviously I could do it by myself, but I'm sure I would be ...
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220 views

Trouble rigging rotating head to pivoting arm

I've got a 3ds max model and I'm trying to rig it. I followed some tutorials, but I got stuck. I've got my rotating head, and the arm that holds it and pivots up and down, but the two don't "connect" ...
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1answer
321 views

How can I export mudbox joints to .fbx?

When I export my Mudbox mesh (level 1), with its skeleton selected, to a .fbx and import it into unity, I don't get the bones/joints/skeleton/whatever under my mesh in the hierarchy. Am I missing ...
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1answer
762 views

3DS Max equivalent to vertex weight painting

I'm working in 3ds max on models for an Iphone game project and finding that using the Physique modifier is to general for rigging. When working with so few vertices I want to be able to directly tell ...

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