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1. Skeletal Animation Zebulon Evans
CS536 Computer Graphics
CSUSM
2. What is Skeletal Animation? Skeletal animation is simply a system of bones and joints (the skeleton) that is used to deform a model.
Also known as a bone system it is used to create skeletal animations.
A skeletal animation consists of a skin mesh and an associated bone structure.
Moving a bone will also move the corresponding vertices of the mesh.
3. Why Skeletal Animation? Memory advantages over loading a mesh for each frame to do the animation.
Each character has a single model.
Each move or animation done by the model is just a set of bone movements which move a subset of verticies in the model.
Relative ease to add new behavior to your models as it would just be defining a new set of bone movements.
4. How Does a Bone System Work?
5. How Does a Bone System Work?
6. How Does a Bone System Work?
7. How Does a Bone System Work?
8. How Does a Bone System Work? A mesh is connected with your skeleton
Each vertex in the mesh is associated with at least one bone and assigned a weight
The weight determines how much the bone movement affects the vertex
Pre-calculate the positions of the bones (poses) and create an algorithm to calculate interpolation between movements.
9. How Does a Bone System Work? Skinning is when you connect a mesh to a bone structure
While applying the skin is where you assign the vertex weights for each bone.
This can be done in many 3D modeling packages such as Blender.
10. How Does a Bone System Work? Skinning is when you connect a mesh to a bone structure
While applying the skin is where you assign the vertex weights for each bone.
This can be done in many 3D modeling packages such as Blender.
11. Animation with Forward Kinematics Positions of particular parts of the model at a specified time are calculated from the position and orientation of the object, together with any information on the joints of an articulated model.
The motion of the model is defined directly by the animator.
12. Animation with Inverse Kinematics In contrast to forward kinematic animation, where each movement for each component must be planned, only the starting and ending locations of the limb are necessary.
In inverse kinematics the orientation of articulated parts is calculated from the desired position of certain points on the model.
The key is the use of constraints:
limitations of the articulations of joints
finite physical loads and speeds at which they are able to operate
13. References Basic Introduction:http://nehe.gamedev.net/data/articles/article.asp?article=03In-Depth Custom System:
http://gpwiki.org/index.php/OpenGL:Tutorials:Basic_Bones_SystemBlender Armature and Stride Boneshttp://youtube.com/watch?v=BnqEy5BKtLc&feature=relatedAdding Armature in Blender:
http://www.youtube.com/watch?v=bDOszVr1gIc&feature=relatedFinal Product Animation with Bones:http://www.youtube.com/watch?v=pPD_i5lreI8&feature=relatedForward Kinematic Animation:http://en.wikipedia.org/wiki/Forward_kinematic_animationInverse Kinematic Animation:http://en.wikipedia.org/wiki/Inverse_kinematic_animationBlender Character Animation Features:http://www.blender.org/development/release-logs/blender-240/