Skeletal animation is a technique by which a complex mesh (or "skin") is animated through the animation of a simpler hierarchical collection of geometry (the "bones").

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I create a 3D character in Blender and animated it. How do I use it in Java LWJGL?

I have a character and he is animated with the Skeleton or Bone Structure but I don't know how to animate him in my game by scratch. I am using Java because it's what I learned at school and I am ...
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How to compare recorded skeleton with live skeleton by using kinect sensor?

I am developing project where user will perform movement in front of the kinect. Up to now I can calculate the angles between joints and can detect body parts. My second approach is recording these ...
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22 views

Unity 2D animation running partially

I have a 2D skeleton animation of human walk cycle - which is fine. I am trying hard to code that should STOP only hands animation but legs should not (on a player input - for example on space bar ...
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1answer
38 views

Skeletal animation with multiple animations running at the same time

I've spent a long time attempting to figure out how complex animations are done and wrote quite a few different skeletonish frameworks myself, but they've never really came out good enough to be ...
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1answer
39 views

How are the positions of skinned mesh vertices with multiple weighted parents stored?

I'm trying to wrap my head around the basics of skinning and skeletal animation. I understand not every skeletal animation implementation works exactly the same, but I'm just trying to understand the ...
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12 views

Edit bone transforms for each key frame to fix mixamo animation

I have downloaded FBX animations from Mixamo.com for use in game. But seems like the "root" skeleton bone does not have translations in Z axis; which makes animations like climbing a ladder or ledge ...
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16 views

Moving parts of animated mesh by code

I have a skeletal animated GameObject consisting of multiple meshes. Now one of the meshes rotation should be controlled by code. How can i do this in unity? Imagine a human head with a lot of ...
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22 views

Problem with automatic ragdoll shape generation using Bullet

I'm trying to automatically generate ragdoll colliders (for now, box colliders) from my mesh. First of all, I specify the body parts like so: ragdoll.setRagdollBone(Ragdoll.RagdollBodyPart....
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1answer
63 views

SDD Inverse Kinematics with constraints

I have a question regarding my quest on onderstanding IK solvers. After viewing this movie on YouTube: https://www.youtube.com/watch?v=MvuO9ZHGr6k I started recreating it with JavaScript. Just 2d on ...
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43 views

AssImp Skeletal Animation Issues [closed]

Tried creating an animated mesh but I render it, it comes up as a flat mesh that moves with the camera. Followed the OGL Animation tutorial here (http://www.ogldev.org/www/tutorial38/tutorial38.html). ...
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24 views

What are different rig types mean?

I think I know what is rig - it's a set of bones for animation. But recently I watched a presentation where the guy mentioned animation rig, mesh rig, dynamic rig. What each mean?
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1answer
97 views

Player motion and combo systems

Where do you usually implement player motion when going through the state machine of a combo system? An example, when player presses X+Y it must do an uppercut like movement (Like street fighter) ...
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1answer
146 views

What is the state of the art in procedural character animations? [closed]

I'm a programmer and I'm interested in programmatic character animation — walking or running, bipedal or many-legged: what is the state of the art today? I heard about NaturalMotion's Euphoria system ...
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2answers
54 views

Deferred Rendering and skeletal animation

I am working on a deferred rendering engine and just finished skeletal animation in the vertex shader, but soon realized that this was only updating the rendered geometry and not the shadows, as the ...
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0answers
82 views

How to sync animations of 2 different characters in Unity 3D?

I am working on an endless running 3d game. I have 2 characters. One of them is a small kid and another one is a security guard. Both characters and animations are exported as separate FBXs. The ...
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47 views

ASSIMP OpenGL collada and Skeletal Animation

first of all i would like to say that i read everything out there and still did not figure it out quite yet. In my project i need to implement a skinning technique, but before going there i need to ...
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1answer
107 views

Mesh's triangles don't move properly during skeletal animation

I've been trying to implement skeletal animation in my engine using this tutorial, and I've been having problems. Using the model they provided, I get results like this: But on some other models, ...
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27 views

Trying to do skeletal visualization in bind pose similar to blender with octahedral mode

I already achieved drawing octahedral by just porting blender code to c#+opentk. Here ported code: static float[][] bone_octahedral_verts =new float[6][] { new []{ 0.0f, 0.0f, 0.0f}, new []{ ...
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1answer
32 views

m_Entries is undefined [closed]

I am following this tutorial and this guy puts in his code m_Entries and doesn't explain it at all at least I think. So any one who has done skeletal animation show me what he is talking about by ...
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1answer
48 views

Skeletal Animation - Caching global bone transforms

Very often I see skeletal animation implemented like this: On Init - store bone's local transforms and inverse bind pose On Update - traverse the skeleton tree, multiplying local transforms on the ...
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1answer
53 views

m_BoneMapping is undefined in OpenGL Step By Step Skeletal Animation Tutorial [closed]

I am new to this website I was following this specific tutorial on skeletal animation and I have a good idea on what it is, but when I was following his implementation he used a variable called "...
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1answer
126 views

IK bones stretching vertices to ground during animation (UE4, 3DS Max, using default skeleton)

I modified the 3rd person example skeletal mesh to a simplistic model in 3DS Max 2016 student edition, by deleting all but one faces and building thereon, thus leaving the hierarchy just as it is ...
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1answer
44 views

How to handle gun position while running and aiming in an FPS

In an FPS, when a character runs, from the view of another character, the gun moves, and similarly when the character aims down sight. Are the views from the third person and from the first person ...
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60 views

How does a character creator system works?

Like in Aion for example, how does it work? Do I just need to take a basic 3D mesh of a character I created and then make some modifications to it with sliders or do I need to create different clone ...
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1answer
71 views

Character on Character fighting animations

sorry about the vague title, but these couple of videos/images might explain my situation a bit better: https://www.youtube.com/watch?v=MG1mNyjNuXk (Wolfenstein the Old Blood) https://www.youtube.com/...
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1answer
72 views

Prevent character's animation from causing its mesh to interpenetrate itself

I'm making a game with a pretty large group of people that respond to things the user does. They all have the same animator attached, but the animations that play differ using a script with a ...
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129 views

Skeletal animation 3d models [closed]

I'm building a skeletal animation system. My goal is to make it as efficient as I can. Is there a place where I can download some 3d models (preferably from real games) So I could see if my system ...
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1answer
42 views

How do I make a flickering engine exhaust animation using only bone animation?

I'm trying to replicate the flickering engine exhaust animation in this SketchFab model. SketchFab doesn't support particle systems, so the animation must be a simple bone animation. Can someone ...
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204 views

How to add colision for a punching in Unreal engine 4?

I imported a skeletal mesh as a player character and now imported a punch animation and made a blueprint that plays the punch animation when leftmousebutton is pressed. So now how to add collision to ...
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2answers
383 views

ASSIMP transformation hierarchy and animations

I don't fully understand the transformation hierarchy used by ASSIMP. According to the docs (http://assimp.sourceforge.net/lib_html/structai_node.html) an aiNode's transformation is relative to its ...
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42 views

Is it normal in skeletal animation to NOT consider the translation component in bone transform matrices?

I'm using assimp to load a model, and DirectX11 and DirectX ToolKit to render it. In the document of DirectXTK's IEffectSkinning, it says: As an optimization, SkinnedEffect and DGSLEffect assume ...
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0answers
87 views

2D Skeletal animations exported to SVG

I would like to create skeletal animations, and Synfig looks quite promising. This is a video walk through of its "bones" feature, used to do skeletal animation. Ticks all the boxes thus far, ...
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46 views

2D sprite making tool for huge project?

I recently bought spriter 2D but it was a disaster, it is not a finished product at all and i encountered so many bugs and crashes with it, so please don't suggest it. I am looking for a 2D sprite ...
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46 views

How to set default scale on a per bone basis

Does anyone know how I can change the default scale on a per bone basis in Maya? (I'm using 2016) I want the scale to be 1,1,1 for this bone without making it smaller than it currently is. So, I ...
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0answers
112 views

Animations in games

I wonder how skeletal animations in games work. I am Writing my own Graphics Engine for "fun", and I have come across several problems with animations. Here is how I do it right now: 1: Load the ...
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390 views

How to apply transform matrices retrieved from FBX

I'm trying to import a skeletal animation using FBX SDK. I followed this article, managing to load all the needed data, but when I try to display the animation the mesh falls apart. My knowledge of ...
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1answer
163 views

Is there any way to bring animation into unity without a rig/bones?

I am developing for mobile and to make the game run on lower spec mobiles, I was only going to import bones/rig for the main character. There are other humanoid characters in the scene which do move ...
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1answer
57 views

Skeletal Animation Mirrored

Okay so I've been working on GPU skinning skeletal animations. I need help assessing what is going on here. Looks like the animations are completely mirrored What are the possible issues? I've been ...
2
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1answer
155 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 ...
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1answer
1k 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 ...
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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 ...
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147 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 ...
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179 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 ...
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1answer
260 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 ...
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1answer
424 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 ...
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221 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 ...
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1answer
2k 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 ...
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1answer
147 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 ...
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1answer
1k 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 ...
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1answer
581 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 ...