Questions tagged [skeletal-animation]

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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Where should I design skeletons and animations?

I have just finished a course on Unreal Engine 5, where I have been introduced to managing animations through skeletons and different meshes. My question is, where should I design such animations? Are ...
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Assimp bone transform storage

As a part of enhancing my custom engine, I've been recently trying to integrate it with the assimp library which will allow me to load pretty much any asset. My main concern is about animated meshes ...
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Streaming animation data via WebSockets

I have a 3D character model and I am streaming animation frames from a server to the client via a WebSocket (I am using three.js). I need some advice on how to correctly integrate the streaming data ...
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Prevent the vertex normals from being recalculated when a skeletal mesh is deformed?

I am trying to create a game with stylized shading like Arc System Works Style, which requires the normals to be edited by hand (I do so in Blender). However, after importing to Unreal Engine, these ...
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PhysX Skeletal Animation

I am developing a game and using OpenGL for graphics API and NVidia PhysX for the game's physics. Recently I implemented skeletal animation from this site. The objects are read using assimp which ...
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Animation retargeting: local nodes?

I am re-targeting the animation of my model. In my glb file, I replaced the inverse bind matrices with proper new matrices. Now, when loaded in Blender, I get the model right in rest pose. Bones are ...
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Understanding matrix transformations for skeletal animation

I am working with Collada and GLTF. Say I have a humanoid with 3 bones with the following hierarchy: B0(root) → B1 → B2. Terminology: bind pose is the same thing ...
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retargeting: Am I on the right track?

I try to retarget the position of a bone in the rest position to adapt it to a different model. The goal is to have my animation properly working for two models from one animation. It is the child ...
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Apply a mocap to multiple different models? -> modify gltf directly?

I am currently struggling with an animation I made that I would like applied to multiple models, all different, but from the same vertices. I already have a custom gltf importer ready but I need to ...
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How to rig a bone that rotates and stretches to span the gap between two other bones?

I've been trying to make a rig for an overhead-hanging spline. How can I change my rig such that, if you drag down Bone A, then Bone B follows and is always pointing towards Bone C? Currently, Bone B ...
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Need help with Assimp skeleton animation

I have recently implemented skeleton animation in my custom engine by following this tutorial. I made several improvements based on that, and was able to load/play simple humanoid animations without ...
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Animating 3D characters in 2D platformer where the characters don't look good from directly side-on? (Eg. Kirby from Nintendo)

I am working on a 2D platformer with 3D characters where the design/intention is somewhat similar to Kirby: https://www.youtube.com/watch?v=MuhLDoNobPw Specifically, Kirby does not look good exactly ...
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Rendering Unreal Engine 4 sequence: character timeline animations don't show, and behave as if they are in play mode

I have a cinematic sequence with camera cuts set up that can be previewed properly. These scenes involve human skeletal character animations that I made frame by frame in the timeline. Everything ...
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Adobe Animate: Anchor Point Rotation Causes Unwanted Symbol Shifting

I'm using Layer Parenting with anchor points to create a simple character arm movement animation. My issue is that each time I slightly rotate a segment of the arm, the segment and it's child segments ...
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How is Unreal's 2D Blendspace implemented?

I'm currently trying to implement animation blending. Or more specifically, parametric animation. Unreal Engine has this in the form of blendspaces. After some experimentation, I've noticed that they ...
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How to take opacity animation from Blender into Unreal blueprints?

Like the GIF above, I made Skeleton Anim and Material Opacity Anim in the DCC tool. However, FBX file format doesn't support opacity anim, so I have the task of rebuilding opacity anim in the UE. To ...
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Why do I need inculde Model in FBX that contains animations and a rig for right matching this animations on another FBX? ( Unity )

I use mixamo animations for my character. I have one FBX with a rig and a model, i.e. my hero, Hero FBX, and all other FBX are downloaded from the mixamo animations ( I uploaded Hero FBX that include ...
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Why Generic Rigs won't matching? ( Unity )

1 part - Blender I made a character with animations in Blender. When importing in Unity, I decided to split the Armature and the Model into different FBX files. This is how we get 2 files: ...
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Why I have perfect animation on model while in animation tab I can see missmatch bone error?

I match animation from one FBX to another FBX. Both FBX contain the same content. But I separated them so that one would keep the animations in itself and the other would take animations from first ...
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Humanoid Rig force knee of my character to rotate, but it shouldn't be

Demonstration of the problem - video My export settings My Unity import settings Rig Settings Animation Settings
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2 answers
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Humanoid rig breaks my animation

The humanoid rig behaves strangely with my animation from Blender. Here is a demo of the problem - video. Can anyone suggest what the problem might be?
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What does the Lock toggle in the Position Constraint Component do?

Even after reading the documentation, I just can't figure out what the parameter does. I experimented in Unity and set different parameters for Position At Rest and Position Offset. I succeeded in ...
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2 votes
1 answer
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Are there common types of human skeletons in gamedev industry?

I have to decide which human(oid) skeleton I'll choose to do procedural animation with it in the future. I'm looking for a flexible set of bones that would not lead to painful model reskinning later. ...
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custom 2D skeletal animation

I'd like to animate my 2D player by interpolating him between keyframes of joints/bones. He's to be very simple, just a chunky stickman outline of coordinates with no sprites. I want to make it all ...
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1 answer
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Save current pose snapshot of a skeletal mesh as a new animation sequence asset from blueprint

What I'm trying to do is create a Blueprint Utility tool that lets me create an Animation Sequence asset to save the current Pose Snapshot of a skeletal mesh. I see there's Create Asset node from ...
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How to calculate local orientation of child relative to parent from only global positions?

I am trying visualize a human finger's pose with a 3D model in Three.js. The 3D model is composed of 3 bones that represent the proximal, middle, and distal bones of the human finger, connected in ...
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Unity Animator Ignoring "Higher" Layers

I have a rather rudimentary layer set up: Lower Body: no mask, full weight, override. Upper Body: upper body mask, full weight, override. This works as intended. Standing Up: full body mask, full ...
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How to animate a customizable pixel art platformer character?

I am working on a 2d platformer which is made up of pixel art. I want to make my character customizable like in stardew valley. How can I implement it and create animations for my game like run , idle ...
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Mixamo Rig Hierarchy Reference (In Text List/Tree format)? (modelling in Maya for use in Unity and Mixamo)

I'm trying to find a quick reference to match Mixamos rigging hierarchy. I'm confused over which bones are 'root' and how many bones in the spine/pelvis/chest etc. I want my characters I make in Maya ...
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How can I add these bones to my meta human? Or is there a way I can make virtual bones count when retargetting?

Paid for animations thinking they would be fine and they mostly are but... the hands are using these IK bones that I do not have. Is there a way I can add the bones to my meta skeleton within unreal? ...
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Is there a standard way to rig a humanoid? [duplicate]

I am using some placeholder humanoid models for my game, which will be replaced later. I am concerned that when I replace them, they will not work with my animations, due to different rigging. Is ...
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Some of the model's vertices are incorrectly positioned in skeletal animation

Everything is almost ready 😣. I do not understand what the problem is. The animation works, but some vertices are not where they should be. I am using an SMD file from Half Life. I found that these ...
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29 votes
1 answer
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What is the standard practice for animating motion -- move character or not move character?

I've downloaded a bunch of (free) 3d warriors with animations. I've noticed for about 25% of them, the 'run' animation physically moves the character forward in the z direction. For the other 75%, the ...
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FBX Import Errors: "Multiple roots are found in the bone hierarchy"

I followed these steps: I exported my character from Blender as an fbx file I went to Unreal Engine and make a new folder I paste the fbx file in that folder I put and tried to put it with a ...
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Skeleton bone in incorrect spot in-game yet, blender rig, skeleton mesh and physics asset are all correct and behave properly

I've made a custom character and rigged it in blender. Then exported/imported into ue4. It behaves properly in the PHAT and the skeleton mesh looks fine and it all behaves properly in the simulations. ...
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IK script causing glitchy movement

I have a FPS character game object, which consists of just the arms. I made this IK script off of a tutorial. ...
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Blender animation's curled fingers are splayed-out when played in Unity

I have exported my character into Unity and all the animations came with it. At first, I thought I was good to go but then I made a jogging animation. In blender the hands are gripped like this: When ...
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Unwanted blendspace bone displacement in UE4

My characters hands "fall off" in the blendspace between the animations. Looking for a way to fix it, if anyone has any ideas.
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2 votes
1 answer
141 views

No local transform with skinned mesh with assimp?

I'm trying to add skeletal animation to my engine and I'm importing meshes with assimp, but I think I misunderstood the skinned mesh concepts (or don't understand assimp). When I import a model, ...
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2 votes
1 answer
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mesh gets twisted wildly when trying to use Unreal's mannequin's skeleton

I have modelled a simple mannequine and made a skeleton for it in Blender. As far as I can judge, this skeleton copies the Unreal's standard mannequine's skeleton perfectly... All the hierarchy and ...
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How can I allow player-created content to add morphs to Daz Genesis 8 characters(UE4)?

We use Daz Genesis 8 characters in our project. Content creators would load their morphs from Daz to our game. We would like to add these morphs to our characters so they can be modded, edited and ...
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3 votes
1 answer
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How to support importing .uasset files in game for content creators(UE4)?

I would like to support importing clothes(as SkeletalMeshes) and props(as StaticMeshes) as uasset files into game for content creators, which obviously have not been packaged with the game. Basically ...
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Blender bone animation with extruded vertex not moving as expected

I'm really new to blender. I've managed to make a model body and bone structure. I've two problems: But when I try to rotate the arm bone, my entire body moves. Why is this happening? I was ...
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How would I combine FABRIK inverse kinematic results with a skeletal animation?

So, I've been working on a skeletal animation system in OpenGL/C++, and it's actually not coming along too badly. I can play animations, which I do by sending bone transform matrices to my animation ...
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ASSIMP Skinning seems to be somewhat inverted

I'm currently implementing Skinning using Assimp as my asset importer. I've relied heavily on the following tutorial in order to skin meshes (http://ogldev.atspace.co.uk/www/tutorial38/tutorial38.html)...
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When setting Rigidbody.isKinematic true collider won't work anymore

I have a rigged 2D character and used Collider2D/Rigidbody2D/HingeJoint2D to body parts to implement ragdoll. It works fine, but I needed to run ragdoll physics only when character is dead. So I made ...
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Rotating 2D bone in LateUpdate have jittering issue

I made a skinned 2D character and applied IK to each hand and leg. In my game, player can aim up and down by moving fire joystick up and down. This is implemented by update "chest" bone's rotation in ...
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How is root motion done in Skeletal animation

I am using Assimp library to load bone and mesh data and using basic interpolation to accomplish the animation part. Right now I want to move my character position with animation, i.e. root motion. ...
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1 vote
2 answers
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Parts of 3D model disappear during animation

I'm trying to properly play an animation done in Blender 2.8 inside my OpenGL application. When the animation is running, it happens that at some particular frames, some parts of the 3D model "...
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1 answer
4k views

Mixamo: can animations ("without skin") be re-used on any Mixamo rigged model?

I've discovered Mixamo very recently. I plan to use its auto-rigging capability on all my unrigged characters. The download option can either include the skin or just obtain the animation. My ...
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