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1
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1answer
80 views

Shadow mapping bone animated model

I am trying to get shadowmapping right for my animated models. It works perfectly for static meshes but the animated models are just wiggeling a bit here's the vertex shader for rendering to the ...
1
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0answers
36 views

Is there any stand alone tool, for creating animated models?

There was a program, called Character Shop(darkbasic), where you could load the 3D models, add skeletons, choose from the predefined movements (walk, run, shoot), and generate a keyframe-animated 3d ...
4
votes
0answers
166 views

Skeletal animation in OpenGL

I'm using Assimp to do skeletal animation in my OpenGL application. I used Blender to export this one-boned model to a COLLADA file: The model has only one bone, called arm bone, that controls the ...
7
votes
1answer
1k views

Why is the root of the character rig the pelvis?

When creating character rigs for video games we always set the root of the rig and all the kinematic chains to the pelvis of the character. Is their a specific reason that we do that or is it by ...
0
votes
0answers
51 views

OpenGL MD5 Model Animation. Performance issues

A time has come when i had to implement an Animation to my Engine. I started with standart MD5 mesh/anim format since i find it easy to understand. I managed to implement a simple MD5 loader and i can ...
1
vote
0answers
74 views

Rigging Skinning of human skeleton skin mesh scanned by MRI

I have successfully developed a system in Qt/C++ for human musculoskeletal mocap simulations. I can run asf, amc, bvh motion capture files and can visualize the joint transformations. I even simulated ...
0
votes
0answers
35 views

3ds Max Skeleton Import into Unreal Engine Fail

I tried following the "Introduction to UE4 Animation and Rigging Tools" tutorial with maya but I dislike maya and don't under stand it so I tried importing the skeleton from the "3rd Person Game with ...
0
votes
1answer
67 views

Moving skeletal animation blending logic to GPU: worth it?

We have a solid skeletal animation system in our engine. It allows to set up to three animations onto each bone and blend them seamlessly. The animation update (fetching animation matrix given current ...
0
votes
0answers
62 views

Rain World : How to have intelligent movement / animation?

In the project RainWorld the characters seem to move "intelligently" as they move "unrestricted". They seem to know "how" to move their limbs and "what" needs to be done. Here for an example the ...
0
votes
1answer
164 views

How do I properly apply root motion when using a blender exported FBX in Unity?

So I realize the common way for animations to be done is in-place with sliding feet, then control the animation playback to coincide with the character's feet, etc. However, given a scenario such as a ...
1
vote
1answer
91 views

Pre-calculating skeletal animation data

I'm working on skeletal animation and so far I've got the skeleton drawn with interpolated animation working (just on the cpu still). I was thinking about changing my file format for my skeleton and ...
0
votes
1answer
268 views

Skeletal animation with ASSIMP, COLLADA, and glm

I have been trying to learn how to implement skeletal animation (skinning) from COLLADA files using ASSIMP and glm. But after a week of being stuck reading different tutorials and posts I have found ...
4
votes
1answer
546 views

Is my skeletal animation algorith/representation correct?

I'm representing a rig (skeleton) as: A root pivot point, with a position (Vector3) and a direction (Vector 3). A tree of bones, where each bone is a struct with a rotation (Quaternion) and a length ...
1
vote
1answer
155 views

How to constrain axis-angle rotation?

I have a problem where I'm performing an axis-angle rotation and am trying to constrain my rotations. Specifically I have a skeleton (model/mesh with rig, transforms are hierarchy parented to pelvis ...
2
votes
1answer
141 views

How to improve Batch Rendering to work with 3D skeletal animation data

I've implemented a batch rendering technique that is described in detail here: http://www.gamedev.net/page/resources/_/technical/opengl/opengl-batch-rendering-r3900 I'd like to extend it now to ...
0
votes
0answers
58 views

Relative Transformations for Bones

I'm using Blender to export my armatures in relative coordinates, and I'm trying to get to absolute coordinates in my engine. For the above example, the childBone's tip is an offset of [-1,0,0], ...
0
votes
0answers
35 views

Collada 3d file type

For animations in the Collada file type. How does it store them? I'm reading them in with Assimp and I got the keys. mNumPositionKeys = 24. I made the animation and it had 24 frames. But only 2 were ...
1
vote
1answer
46 views

Animating Two Objects' Interaction?

I want to animate a character who could be doing any number of things. Say for example, I want the character to get into bed, under the covers. Do I animate the character and the sheets moving ...
0
votes
1answer
266 views

Animation, Interpolation, & Structure

I have been working on animation in my small game engine recently and I am implementing some interpolation to be used with skeletal animations. I know how to do interpolation but I am not sure where ...
0
votes
1answer
90 views

Importing skeletal animation from vertex coordinates in maya

I have files of different frames of an animation which have the vertex co-ordinates of a human skeleton in 3D space. I want to import the animation from these keyframes into maya to perform motion ...
1
vote
2answers
260 views

How do you break apart art into components for animation?

I am a programmer and brand new to the game world, trying to get a sense of what it would take to draw simple characters like you'd see in Don't Starve or indie games like that. I have seen in their ...
0
votes
2answers
221 views

Quaternion rotation, translation, scale or 4x3/4x4 matrices for Skeletons?

I'm modding a game that uses 4x3 and 4x4 matrices to make skeletons, but I saw that an skeleton can also be made with a quaternian rotation and vector translation and scaling. What's the difference ...
0
votes
0answers
178 views

How do I structure my models for 3D animation?

I have a question about implementing a 3D animation system in my engine. The following is how I am attempting to model the render / animation systems. (Note: I am using Haskell for the pseudo-code ...
2
votes
1answer
680 views

Assimp skeletal animation matrices

I startded to make an assimp only opengl skeletal animation demo. For that I used this: http://sourceforge.net/p/assimp/discussion/817654/thread/5462cbf5 And something is not correct in bone matrices. ...
3
votes
2answers
270 views

GLM/OpenGL: How Can I Prevent Vector Magnitude From Increasing While Rotating Bones in Skeletal Rig?

ANSWER AT THE BOTTOM OF THIS QUESTION I have been reading tutorials, articles, questions on StackExchange and books all with the subject of skeletal rigging. I have boiled my program down to just the ...
2
votes
2answers
197 views

Blender-to-Unity Animation Issue

I've been programming games for quite a few years now, but I recently thought I would try my hand at some simple 3D modeling and animation. I'm currently using Unity and Blender. In Blender, I was ...
0
votes
1answer
80 views

3ds Max Biped Scale Restriction

I have a 3D Model under 3ds Max and I'm trying to integrate a biped skeleton. But when I start to adjust the pelvis or any other bone I can't scale it. I don't know why, and this is driving me crazy. ...
0
votes
1answer
22 views

Animation Texture spread out when animation on 3dsMax

I have a 3d model of a human biped, i did the skeleton and attached it to my 3d model with a skin modifier. But when i move his arms a part of the trunk is comming too . Is it possible to fix this ?
2
votes
1answer
101 views

Issues with 2D Body/Limb system [closed]

In my game I have programmed Body and Limb classes. The Body is guaranteed to have an origin in the center of its sprite. The Body class has a List of children Limbs, each with their own offset. Every ...
1
vote
1answer
108 views

Which nodes of the Collada DAE are most relevant for game object/character use?

I'm really new to game dev / D3D. And I was looking to choose an intermediary format to work with and convert to my internally used format. Collada DAE seems to be good as it can export animation too ...
0
votes
1answer
1k views

Skeletal animation with Unity2D?

I want my character to aim with the mouse so, arms and head must move following mouse cursor and when the character is stand still it could change its stance a bit to accommodate the arms position. I ...
0
votes
1answer
1k views

How do you create 2D skeletal animations without extra software? [closed]

I'm working on a Cocos2d-x game and I'm developing on Windows. What I want is to make some skeletal animations, without using a tool or extra software to do so?
2
votes
1answer
127 views

How can I reuse animated meshes?

When creating meshes, I made a mesh class and then used that one as base model and redrew that same mesh for each instance of an object with that mesh. (For eaxmple, one rock mesh, many rock objects.) ...
1
vote
1answer
145 views

Running two simultaneous animations on a model? [duplicate]

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 ...
-1
votes
5answers
4k views

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 ...
0
votes
0answers
187 views

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 ...
3
votes
1answer
1k views

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 ...
1
vote
1answer
77 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 ...
1
vote
1answer
2k views

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 ...
3
votes
1answer
76 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 ...
4
votes
3answers
2k views

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 ...
1
vote
0answers
583 views

How do I mix 3D skeletal animations?

I'm trying to create a 3D-model skeletal animation system for C++/Open GL. I would like to be able to mix animations by allowing animations to only affect specific bones. My game has ride-able ...
2
votes
1answer
126 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 ...
1
vote
2answers
1k 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. ...
3
votes
1answer
798 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 ...
4
votes
1answer
2k 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?
0
votes
1answer
299 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...
0
votes
0answers
407 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 ...
2
votes
0answers
440 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, ...
1
vote
1answer
94 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 ...