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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Running two simultaneous animations on a model?

I am just looking for a broad answer to this question. I am more curious about the general information rather than the specific. Also, I tried to search for this, but I think it's hard to word it so ...
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How to convert bones skeleton into joints skeleton?

I'm exploring skeletal animation and taking Half-Life SMD format as example. It has skeleton rigged as hierarchy of joints. Each joint has a parent and offset + rotation to it. Now I'm importing ...
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4answers
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Too much animation work for 2d characters. Creating 2d character animations by prerendering an animated 3d model?

I've read a bit about creating assets for games and the consensus seems to be that 2D is cheaper than 3D in all aspects with the exception of character animation. That's caused by the need of ...
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bones programmatically in assimp

I am trying to animate a 3d hand object programmatically in Assimp, I have the 3d model being export to collada using Blender. But I have no idea how to go from one bone animate it and then go to the ...
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Skeletal animation with Assimp and glm

I'm trying to implement skeletal animation using assimp and glm. Everything seems to work, except for rotations. This is the code I use when packing assimp data into my own engine's format. I THINK ...
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1answer
67 views

How do I scale a motion capture animation?

I used motion capture in my room using the Kinect. As I don't have much space I make compressed running moves, i.e. I put my legs up and down while not moving far forward. How can I stretch the ...
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Keyframing or programmatically changing attachment transparency in Spine

I've just recently been getting to grips with Spine and Unity 2D, porting some of my assets from different sources (SWFs, SVGs, GIFs, Canvas animations). Whilst I'm able to reproduce a lot of what I ...
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134 views

How does one convert dummies to bones in 3DS Max 2010?

I have a character's .max file. To get the animations into the game I need to have bones, export a .3ds file and then load it into one of the game tools provided by the developers to tweak some stuff ...
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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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Implementing skeletal animation and GPU skinning (DOOM MD5)

DISCLAIMER This question has been completely rewritten to narrow the scope of the question in light of previous suggestions and answers, but the same problem still persists. Currently I'm trying to ...
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249 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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1answer
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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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Using Spine in an EaselJS project

I am trying to develop a game using EaselJS. I am looking to use Spine for the getting the animation data, but I can't find any reference for combining these two, probably because Spine is fairly ...
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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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1answer
678 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 ...

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