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Topic: Skeletal animation


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  UnrealWiki: Animation
Mover animation is implemented by designating a 3D object in a map as a Mover, and specifying a sequence of positional changes (keys) and the time to move between each.
Skeletal animation requires a modeling/animation program (e.g., 3DS Max, Maya) that supports the technique, and the use of a utility (e.g., ActorX, unEditor.mll) for exporting the skeletal animations to a form that can be imported into UEd.
Skeletal animation is most useful where sections of a mesh object move as separate units (such as an arm or leg), and the units can be "attached" to a skeletal understructure.
wiki.beyondunreal.com /wiki/Animation   (810 words)

  
  Skeletal animation - Wikipedia, the free encyclopedia
Skeletal animation is a technique in computer animation, particularly in the animation of vertebrates, in which a character is represented in two parts: a surface representation used to draw the character (called the skin) and a hierarchical set of bones used for animation only (called the skeleton).
Skeletal animation is useful because it allows the animator to control just those characteristics of the model that are independently moveable.
Animation is therefore made much simpler: an animation can be defined by simple movements of the bones, instead of vertex by vertex (in the case of a polygonal mesh).
en.wikipedia.org /wiki/Skeletal_animation   (687 words)

  
 Skeletal animation
This is because for every frame in the animation, the entire mesh (all the vertices and normals) has to be stored in memory to be able to flip through the frames in realtime.
The Animation class is the animation itself and the Animator class is the class that does the animation.
If the weight is 1.0 then that animation is the only one affecting the skeleton, but if you have two animations, each with a weight of 0.5, these animations would have to be blended.
www.ia.hiof.no /~borres/gb/exp-skeletal/p-skeletal.html   (5304 words)

  
 UDN - Two - SkeletalSetup
Skeletal animation gives your characters smoother movement than was possible with vertex animation, but they must be designed and prepared properly to get the desired results.
Skeletal animation is not as kind as most would like on areas such as shoulders and elbows.
Animations can be blended together in code to make transitions fluid, as well as to create new animations out of existing animations.
udn.epicgames.com /Two/SkeletalSetup   (2255 words)

  
 UnrealWiki: Skeletal Mesh
Skeletal Animation was introduced in UT2003 (though some partial support was implemented in the final builds of the Unreal Tournament Generation of engines).
Skeletal animation is also integrated into the Karma Ragdoll system, so is important for that reason.
If it is false, the skeletal animation settings will be set to none, or to the defaults included in the mesh, if applicable.
wiki.beyondunreal.com /wiki/Skeletal_Mesh   (1291 words)

  
 Skeletal Animation Project Design
Without allowing for "blended animation" the animator would have to animate all 4 cases, and even then the results cannot be perfect because the character can start swinging at any time during the walk cycle.
For the skeletal animation project solely as it is for the CG project, this class is not needed, but in the context of the 3D game engine, it is used to manage resources.
When the skeletal animation is merged with the game code, this class will provide a common interface to the different models and implement shared functionality between StaticModel and SkinnedModel.
www.rit.edu /~jpwasp/cg3/update.htm   (1358 words)

  
 Game Engine Anatomy 101, Part IV ExtremeTech - Find Articles   (Site not responding. Last check: 2007-10-16)
Another advantage of skeletal animation is being able to 'weight' each vertex individually based on a number of other bones that influence the vertex.
With skeletal systems you can even specify "I want this particular animation to be applied to the legs of the model, while a different gun-carrying or shooting animation runs on the torso of the model, and a different animation effect of the guy yelling runs on the head of the model".
Instead of requiring one animation for the guy walking and firing, Raven has animations for the guy walking, and one for him firing standing still, and can combine the two for the situation of him walking and firing at the same time.
www.findarticles.com /p/articles/mi_zdext/is_200204/ai_ziff26182   (970 words)

  
 Maya 1 Online - Module 8 - Deformer Animation
Transform animation is animation that involves changing the transform attributes of an object or objects- their position, rotation, and scale.
While skeletal animation is a vital part of the character animation process, there are some kinds of animation that don't lend themselves that well to skeletons.
Since blend shape animation works by moving the vertices of the base object to thier positions in the target, it ends up moving the vertices of the model back to where they were before the bones moved them, which causes problems.
www.purplestatic.com /courses/maya/431/08   (2917 words)

  
 Animation-(Timeline) - Inkscape Wiki
Ktoon (http://ktoon.toonka.com/) is a 2D Animation Toolkit designed by animators for animators, focused to the Cartoon Industry.
For instance, "snapping" animation events to frames when exporting (thereby slightly altering the timing), or perhaps just warning that certain animation events are not visible at such a low frame rate.
Onion skinning is a standard animator tool, previous or next frames (sometime both) are displayed under the current frame with differrent color, or less contrast, allowing to understand wich drawing the animator is actually working on, and wich frame is 1 step or 2 step before or after the actual frame.
wiki.inkscape.org /wiki/index.php/Animation-(Timeline)   (1696 words)

  
 OGRE Manual v1.4.0 ('Eihort'): Vertex Animation
If you need animation blending, you are advised to use skeletal animation for full-mesh animation, and pose animation for animation of subsets of meshes or where skeletal animation doesn't fit - for example facial animation.
For animating in a vertex shader, morph animation is quite simple and just requires the 2 vertex buffers (one the original position buffer) of absolute position data, and an interpolation factor.
Note that morph animation cannot be blended with other types of vertex animation on the same vertex data (pose animation or other morph animation); pose animation can be blended with other pose animation though, and both types can be combined with skeletal animation.
www.ogre3d.org /docs/manual/manual_75.html   (948 words)

  
 3D Software, Skeletal Character Animation, Technology & Research at Intel   (Site not responding. Last check: 2007-10-16)
What It Is Skeletal Character Animation (also known as Bones Animation) technology provides the ability to create real-time character animation using static 3D meshes and superimposed hierarchical skeletal structures produced with animation authoring software.
In addition to the simple playback of motion captured and hand-authored animations, inverse kinematics can dynamically animate the entire skeleton based only on the instantaneous positions of terminal joints, such as hands and feet.
Character animation load is roughly proportional to current resolution.
www.intel.com /technology/systems/3d/skeletal.htm   (211 words)

  
 RuneGame.com Forums - Request for HH rep. regarding skeletal animation info   (Site not responding. Last check: 2007-10-16)
Could HH release some sort of info/document that explains the skeletal system and might point the way to helping the community better implement tools, etc. The existing docs do a fanatastic job of explaining just about everything else, but unless I have missed something there is no info on the skeletal system.
Skeletal animation is becoming the standard in most games (other than RTS, etc.) and the principles were around before HH's system.
It's relatively easy to create a new animation for just one model to use, but to have all of the pre-existing models use it is quite difficult because they can't inherit from your subclass.
www.runegame.com /vbf/printthread.php?t=18145   (3352 words)

  
 Animadead - A Skeletal Animation Library
Skeletal hierarchies keeps bones connected they way they should be and prevent the skeleton from coming apart, or "dislocating", during animation.
One type of blend is an animation player, which is used to keep track of the current time in the animation and can generate a skeletal pose at that time (between two frames).
In addition to being able to calculate a pose from a complex system of blends, the calculate function can be given an optional bone selection mask, which limits the calculations done for that blend to only the subset of bones defined by the selection.
animadead.sourceforge.net   (2090 words)

  
 Gamasutra - Features - "Implemnting Subdivision Surface Theory"[04.25.00]
Skeletal animation is a somewhat more interesting problem.
One of the nice things about subdivision surfaces is that a skeletal animation system should be able to transform the control net before subdivision, saving you the cost of multiple-matrix skinning on the high-polygon final model.
Depending on the model and a host of other factors, the skeletal animation might cause the model to flex in strange ways or to exhibit increased rippling or unfairness.
www.gamasutra.com /features/20000425/sharp_04.htm   (960 words)

  
 OGRE Manual v1.4.0 ('Eihort'): Skeletal Animation
Skeletal animation is a process of animating a mesh by moving a set of hierarchical bones within the mesh, which in turn moves the vertices of the model according to the bone assignments stored in each vertex.
There are many grades of skeletal animation, and not all engines (or modellers for that matter) support all of them.
Skeletal animation can be combined with vertex animation, See section 8.3.3 Combining Skeletal and Vertex Animation.
www.ogre3d.org /docs/manual/manual_73.html   (328 words)

  
 DM2 :: Features
Skeletal animation is based on bones, which are in turn connected to individual vertices.
Skeletal animation and morphing can both be used simultaneously.
This is achieved by blending a decrementing percentage of the current animation with an incrementing percentage of the future animation.
www.circlesoft.org /DirectMesh2/DM2Spec/pages/Features.htm   (1839 words)

  
 Unreal Tournament Skeletal Animation System Notes
The skeletal animation support in UT was designed to be almost completely backwards compatible with the vertex animation.
This document assumes the artists/programmers are somewhat familiar with the process of creating/managing (vertex-) animation content for Unreal/Unreal Tournament (see "Animation Basics")The animating vertices are replaced by an invisible hierarchy of animating bones, which move vertices of the mesh either directly or in weighted combinations.
When your skeletal animation makes your character cover an area far outside its reference pose or root position, you have the option to override the bounding box extents that the engine uses to determine visibility.
unreal.epicgames.com /skeletal/utskelanim.htm   (2183 words)

  
 Red Faction Watch
By having location damage be bone specific, we can detect hits on hands, which may cause a character to drop a weapon (which never happens).
Skeletal animation allows us to have smooth transitions between animations, so you won't see any annoying popping.
Our animation system allows for animations to be blended together smoothly, so you'll be able to see characters talking while standing, walking, crouching, etc. Skeletal animation doesn't have a direct effect on gameplay.
redfaction.volitionwatch.com /faq/animationfaq.shtml   (754 words)

  
 OpenGL:Tutorials:Basic Bones System - GPWiki
A skeletal animation consists of a skin mesh and an associated bone structure, so moving a bone will move the associated vertices of the mesh, exactly as happens in reality: we each have a skeletal structure with muscles and skin on it.
Mainly the skeletal structure is organized in a hierarchical way: for example femur is the father of tibia and pelvis is father of femur, but basically you can view the skeletal structure as tree.
As I said at the beginning, one of the advantages of the skeletal animation is that you have a skeleton which can move, and you can apply a mesh on it to make the mesh follow it's movement.
gpwiki.org /index.php/OpenGL:Tutorials:Basic_Bones_System   (7866 words)

  
 Misfit Model 3D - Animation Sets Window
The new animation will be a skeletal or frame animation depending on the animation type you have selected in the animation type window.
For example if you have two skeletal animations on a model with two arms and one animation moves the right arm while another moves the left arm, you can use the Merge button to have both arms move at the same time.
The skeletal animation and the frame animation will take the same amount of time to complete, so the frame rate (in frames per second) depends on the frame count of the new animation.
www.misfitcode.com /misfitmodel3d/olh_animsetwin.html   (618 words)

  
 Real Soon Now   (Site not responding. Last check: 2007-10-16)
Local rotation and local translation are obtained from the model file and define where the joint is in the object space of the model.
If the time is past the total time of the animation, either you set it to 0 and restart the animation (if the animation is looping), or set it to the final time of the animation so you get the last frame.
If we are at the start of the animation (this occurs only if there is just one keyframe), the vector is that first keyframe.
rsn.gamedev.net /tutorials/ms3danim.asp   (3043 words)

  
 Skeletal Animation Final Report
I support all animation features of the X file except for the matrix keyframe, as you cannot do interpolation between matrix keyframes and thus are not a worthwhile addition to the project.
When moving from one animation to another, there is no interpolation -- the current animation is entirely aborted and the first keyframes for the next animation are played.
If you always play through an animation, you can create the animations in such a way that they always return to the neutral starting position, but it should be possible to interpolate from the current model position to the next keyframe of the next animation.
www.gillius.org /cg3/finalReport.htm   (1905 words)

  
 TF2 Models Tutorials - Skeletal Animation in 3D Studio Max (1)
I am not an animator, though I am capable of animating, at least to the level required for FPS games anyway, so this tutorial might have genuine animators champing at the bit or burying their head in their hands with despair.
A loop or cycle is an animation that shows the model ending in the same position as it started, thus an animation can be repeated infinitely and there are no jumps or twitches.
All you need to do as an animator is set the keys for those positions at their relevant frames and 3DS MAX will calculate where the model should be in the frames in between.
www.planetfortress.com /tf2models/tuto/3dsmax_sc/tuto_3dsmax_sc7a.htm   (1635 words)

  
 Misfit Model 3D - Animation Mode Window
The new animation will be a skeletal or frame animation depending on the animation type tab you are working on.
In the case of a skeletal animation it deletes keyframes for this frame.
If you have an animation with 10 frames and a rotation keyframe on Joint A for frames 1 and 10, then the animation will interpolate from 1 to 10, and then from 10 to 1.
www.misfitcode.com /misfitmodel3d/olh_animwin.html   (1040 words)

  
 [No title]
Animation Blending Another benefit of using an imbedded skeletal system for your animation is the ability to blend two animations together to create a unique animation.
For that reason, it is wise to target animation streams to specific bones, only updating the bones that move from frame to frame in an individual animation.
The solution is then smoothly blended into the animation to give you an animation that reaches the target, yet maintains all the artistic style of the original keyframed move.
www.gamasutra.com /features/gdcarchive/2000/lander.doc   (2534 words)

  
 RuneNews.com - Rune Models
This means that each model is stored in only one position, and then animation data is applied in real-time to bend and post the model as needed for different moves like walking or attacking.
This is called vertex animation, and its main advantage is that the animations can be played back without a lot of CPU power.
Using a skeletal animation system, only one position of each model (maybe 20K bytes per model), plus a shared animation database (maybe 2MB) would be loaded.
www.runenews.com /runemodels.php   (853 words)

  
 Skeletal Animation - GameDev.Net Discussion Forums
With some sort of skeletal system the battles would be more interesting since the models are not locked to pre-calculated frames, instead they can be addaptive to what is happening...
That way the body of the object that you are animating could also be more dynamic to match the physical effects that are acting upon it.
Quake3 was supposed to have some sort of skeletal animation, but instead I guess they dropped it for a simpler version.
www.gamedev.net /community/forums/topic.asp?topic_id=35672&whichpage=1𬇶   (934 words)

  
 NeHe Productions: OpenGL Article #03
Animation is a very delicate matter, when it comes to a 3d application.
In the early 21st century, more people are turning to skeletal animation for games than anything else.
Simply put, it is a form of animation that uses a complex system of bones and joints (a skeleton) to deform the model information.
nehe.gamedev.net /data/articles/article.asp?article=03   (442 words)

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