Skeletal animation is a technique in which a character is represented in two parts: a surface representation used to draw the character (skin) and a hierarchical set of interconnected bones (skeleton) used to animate the mesh.
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votes
1answer
39 views
Armature rest matrix - why does this exist?
I'm not sure I have a clear idea on what purpose the rest matrix/bindpose is supposed to serve in skeleton animation. If it is supposed to transform a bone into the rest pose and the mesh itself is ...
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votes
2answers
331 views
MD5 vertex skinning problem extending to multi-jointed skeleton (GPU Skinning)
Currently I'm trying to implement GPU skinning in my project.
So far I have achieved single joint translation and rotation, and multi-jointed translation. The problem arises when I try to rotate a ...
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0answers
138 views
Skeletal animation system that allows mixing of animations for 3d models
I'm looking for suggestions and ideas for 3D model skeletal based animation for C++/Open GL. Now the thing is I would like the ability to allow mixing of animations by allowing an animation to only ...
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votes
1answer
80 views
Is there any way to make animations using physical dolls?
I've had trouble animating characters using 3D applications. It is too slow and difficult. I've programmed my own 3D animator that uses only the keyboard to change key angles. The results are much ...
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0answers
68 views
Integrating EaselJs and Spine 2d
I am trying to develop a game using Easeljs.
I am looking to use Spine 2d for the getting the animation data.
But I am not able to find any reference for combining these two probably because Spine ...
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2answers
256 views
How can I create and animate 2D skeletons for HTML5 Javascript games? [closed]
I'm trying to make a 2D fighting game in HTML5(somewhat like street fighter). So basically there are two players, one AI and one Human. The players need to have animations for the body movements. ...
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votes
1answer
612 views
Incorrect GPU skinning
I'm having some problems with implementing skinning and skeletal animation. It seems that the skeleton and the mesh are loaded correctly, but the mesh gets funky when the bone transformations are ...
3
votes
1answer
208 views
What does Mecanim's “loop pose” parameter do?
What exactly does the loop pose parameter do?
What's the difference between enabling or disabling it on animation clips?
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1answer
110 views
Physique and exports from 3ds Max
Are there any file formats that support Physique and are compatible with Unity? I really don't want to start over from scratch and have to use the Skin modifier...
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0answers
88 views
How do I export physique animations without breaking them?
I've been trying to export a simple footstep animation that I made in 3ds Max, but its either failed to export or broken (imported into unity sans a few frames, or appearing to have imported but not ...
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0answers
162 views
Exporting 3DS Max animated biped character into Assimp
I've been having some trouble with MD5 meshes exported from 3DS Max into my C++ program, using Assimp to import the model and its skeletal animation. If the models were rigged manually with bones, ...
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votes
1answer
58 views
Disjointed bones in 3ds Max - Are they a problem?
The title sums up my question fairly well. I'm working with a biped, and I'm not sure whether to put the extra effort into connecting all the bones, or just to leave spaces between each of them. What ...
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votes
1answer
116 views
Optimising skeletal animation
I am implementing a skeleton system for my latest game. I am using my own linear algebra classes which already have some optimisations, such as separate transformPoint and transformVector functions ...
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votes
1answer
46 views
Record new animation in Motion Builder
I was rigged a 3d character model using MotionBuilder software. now i want to record my own animation for this 3d model. im new for the motion builder and i was unable to find a good reference for ...
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votes
1answer
232 views
Is it possible to let the mouse control hand animation? [closed]
I want to let the player control hand motion with the mouse is that possible?
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0answers
39 views
Export matrices or IPOs?
I'm currently working on an exporter for Blender and corresponding importer for my engine, but I believe the same concepts apply to any other 3D animation software.
When it comes to export animation ...
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votes
1answer
85 views
Are there alternatives to Vertex Tweening?
Now that I'm getting into animating 3D entities in my game, I was wondering what the best approach for this would be. I did some research and came across something called "Vertex Tweening". However, ...
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votes
0answers
29 views
Mixing kinematics and dynamics in ODE
I am trying to do some animations on characters with a variety of body plans. I am trying to make a system that uses IK for moving end effector positions (some of the time), and use the actual ...
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votes
1answer
80 views
Animation from bones?
I have a model loaded into my XNA project, it has bones that were created in 3DS Max and I am wondering can I animate my model using code?
All I will be doing is basic movements such as an arm swing.
...
2
votes
1answer
70 views
Adjusting a skeleton to a Specific Stance
Imagine having a climbing wall and you take 4 adjacent handholds and footholds where together they create a stance. Is there any algorithm or technique with which it would give you a realistic human ...
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0answers
202 views
UDK: Animating characters with weapons
I imported a custom character and a pistol model to UDK and both work, but the pistol doesn't appear with the animation of the pistol when I shoot or reload... Also, the character doesn't change its ...
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vote
0answers
80 views
Swap limbs of a skinned mesh
If I have a model, such as a robot, I am able to swap its limb meshes out and replace them with other robot limb meshes by merely removing the limb mesh from the skeleton and attaching the new one to ...
1
vote
2answers
951 views
What matrix operations do I perform to translate then rotate then translate then rotate?
In an android game I want to draw a running leg. To output the thigh I do something like:
// legCX,legCY is the location on screen about which the leg rotates.
Matrix m = new Matrix();
...
0
votes
1answer
128 views
XNA Skinned Model - Keyframe.Bone out of range exception
I'm getting an IndexOutOfRangeException on this line of AnimationPlayer.cs:
boneTransforms[keyframe.Bone] = keyframe.Transform;
I don't get what it's really referring to. The error happens when ...
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votes
1answer
120 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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vote
1answer
308 views
Armature in Unity3d distorted
On the left is a base mesh with armature in Blender. I imported this model and armature into Unity3d.
The result is on the right. The arms are clearly distorted, and I can't seem to fix it by ...
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votes
1answer
378 views
How to make model's arms + weapon follow cursor?
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Just like the title says. I currently have my controlling movement working just how I want it to. Now in order to proceed with shooting I first should focus on how the model should look like to ...
4
votes
1answer
776 views
OpenGL GLSL skinning problem
This time I've decided to ask a question related to my skinning problem. Two earlier ones were not really related to my problem and I've deleted them.
Ok, first of all, I'm using OpenGL 3, 3ds max, ...
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votes
2answers
298 views
Rotating a 2D Skeleton
I am currently implementing a 2D skeleton system in C# with XNA, but got stuck in how I would rotate the bones around a skeleton's axis.
A basic algorithm that I have figured out already would ...
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vote
0answers
254 views
XNA - How to move skinned model and merge animations
After you helped me to resolve my loadContent problem I've wrote some code and made 3D model with animation. Because XNA 4.0 doesn't support .fbx with multiple animations I've generated 3 models with ...