Stack Exchange Network

Stack Exchange network consists of 174 Q&A communities including Stack Overflow, the largest, most trusted online community for developers to learn, share their knowledge, and build their careers.

Visit Stack Exchange

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").

1
vote
0answers
17 views

Blender - Exporting and Replicating Bone Animation

I'm having trouble replicating Blender bone animation in my game. Bones that have a vertical rest position (Euler(PI / 2, 0, 0)) are animated correctly (e.g. head, neck, torso, legs, shins), however ...
-1
votes
1answer
35 views

Help with dual quaternion skinning

I'm trying to convert my code to use dual quaternion skinning instead of matrix skinning because i just can't get the skinning matrix created correctly from bones+weights using matrices. Edit: just ...
0
votes
1answer
47 views

Do all normalized quaternions represent valid rotations?

Basically, I'm getting a bug where the rotations in the animations seem to be skewing the model even though I'm normalizing them. I suspect that the rotations are showing the error, but not causing it,...
0
votes
0answers
18 views

How to parse a bvh file to a skeleton model already made in OpenGL?

I'm trying to parse the bvh data to my skeleton I already developed with OpenGL. There is one thing regarding data parsing I got curious about. Bvh data has two parts, which are HIERARCHY and MOTION. ...
0
votes
0answers
22 views

How to characterize UE4 mannequin in Motionbuilder with IK and gun bones?

What's the mapping template for characterizing UE4 mannequin in MotionBuilder to use with IK and gun bones in UE4 engine? Do I need to somehow constraint IK and gun bones (possibly IK root bones too) ...
0
votes
0answers
33 views

Dual quaternion skinning in skeleton animation

I'm implementing skeleton animation using dual quaternion. My implementation is based on this http://ogldev.atspace.co.uk/www/tutorial38/tutorial38.html, which I believe many of you are familiar with. ...
0
votes
0answers
14 views

Didn't quite understand the inverse bind pos matrix

The way I'm doing things right now is: For static meshes, I calculate a "toRootTransformation" 4x4 matrix for every node, based on the hierarchy of the nodes. Then for every node that contains a mesh,...
0
votes
0answers
18 views

Bones are rotated wrong direction on play mode

I made animations from Blender and exported as FBX. However in Unity, default pose seems fine in edit mode. But in play mode, spine bones are rotated wrong direction: It's Humanoid type and each ...
0
votes
1answer
38 views

Skeletal animation: unexpected quarternion values

I'm following ThinMatrix's skeletal animation tutorial and his custom written Collada parser is deriving a different rotation quaternion from each keyframe matrix than the Assimp importer library does....
0
votes
0answers
21 views

How do you calculate the center point of a skeleton when the pelvis is the root bone?

I have the center point of where the skeleton is supposed to be positioned. The root bone is the pelvis which is not the center of the skeleton in the y plane. I don't want to hard code the delta ...
7
votes
1answer
46 views

How to prepare a rigged character model to be imported as a humanoid in unity?

I want to import a character as a humanoid to be able to use masks on animation system. I used proper human structure but unity gives some errors when I want to turn it from generic to humanoid and ...
0
votes
0answers
31 views

How to get Maya IK to UE4

I'm currently using Maya and Adobe Mixamo to create and rig characters. After rigging with the Mixamo hierarchy online, I reimport and create controls and IK using the "Mixamo Auto-Control-Rig" plugin ...
1
vote
0answers
18 views

Running animation on nodes

Suppose I have a character and an array of 3D coordinates, separated at most a certain distance apart. I would like to have a character run across the points in the array, placing its feet exactly on ...
0
votes
1answer
81 views

How to handle hitboxes/hurtboxes in animations?

I'm curious how I should go about structuring hitboxes and hurtboxes for my actors. For context, I'm developing a game engine in OpenGL, using C# and OpenTK. I have developed a working skeletal ...
0
votes
0answers
98 views

importing bone animation keyframes with assimp

I'm writing a simple 3d engine with Direct3D11 and I'm into the processo of importing a rigged and animated model into my application with Assimp. I succesfully managed to import a static model and a ...
0
votes
0answers
40 views

3D facial animation from video

I want to develop a project which makes face animation from video. I have found these pieces of software: https://github.com/mpatacchiola/deepgaze - Head Pose Estimation https://github.com/...
0
votes
0answers
66 views

Unreal engine - How to work with multiple skeletal meshes as one

So I am working on a project and I decided to buy this customizable knight customizable Knight The problem that I am running into is that often I need to swap skeletal meshes . The problem is that ...
0
votes
0answers
31 views

Skinning - Bone Matrices Clarification

I'm trying to create the simplest animation scenario, 12 vertices and 2 bones. Both bones has a 4x4 matrix. When both are set to "Identity", the model looks correct, like in the picture above (...
1
vote
0answers
155 views

ASSIMP aiNode->mMeshes understanding

I'm trying to use ASSIMP to load an fbx file with a skeleton and animations, but I'm stuck on something I'm misunderstanding and struggling to see it. I've attached 2 images, one of the fbx file as ...
0
votes
1answer
59 views

Splitting a character model to ease animations

I've recently been looking into animations within Unity, and came across the idea of splitting my humanoid character's object into two at the waistline. The Idea being that animations used for ...
1
vote
0answers
34 views

How to apply constraints to limb movements of a 3D human model?

I'm animating a 3D human model using playcanvas game engine according to the quaternion data provided by IMU sensors. How can I limit the movements of the limbs of the human model to avoid unrealistic ...
6
votes
0answers
281 views

How to create skeletal animation data for a skirt?

Please think of this in an engine-agnostic way first, and then we can talk about specific engines. In my game, I have a 3D character which is wearing a hakama (think of it as a long pleated skirt). ...
0
votes
0answers
53 views

Unreal Engine 4.18 - Blueprints - Montage Set Next Section not working as expected?

Background: I am following this tutorial series https://docs.unrealengine.com/latest/INT/Videos/PLZlv_N0_O1ga0IoRrpI4xkX4qmCrhGu56/ In the lecture 20 we are asked to test out Punch related code. ...
0
votes
0answers
56 views

Armature Animation: When are Inverse Kinematics an unnecessary complication?

Animations in Games are much simpler than in movies like Ice Age. In fact most of the Animations are just loops with only a handful of keyframes. Since I am still at the low end of the learning curve ...
0
votes
1answer
277 views

Trouble referencing a bone transform in Unity. (Using MakeHuman armature / configured in Avatar ok / Anim mocaps working ok))

I've seen that the bones are Transforms. And i've tried copying many examples. The armature is the standard MakeHuman one and is unchanged. It imported to Unity fine and the mocap animations work ...
2
votes
1answer
64 views

How to achieve single animation for different charcters?

I've been playing a game called Marvel Contesnt of Champions for android. In that game two opponent fights with each other in most 2D view but the game is developed in 3D. Each character has their own ...
1
vote
1answer
84 views

Scalability/Performance of physics-based character animation

I am asking this question because I am currently at the point where I have to think about how the characters in the game that I am making will be animated and I want to check if my desired approach ...
2
votes
1answer
540 views

Why do my character's feet slide when I auto-configure a humanoid rig in Unity3D?

I've downloaded an FBX animation of someone walking from the "Walking" section here. I imported that and also a humanoid character and specified the Rig for both as Humanoid (auto-create). The ...
0
votes
0answers
89 views

Procedural Animations in Unity aren't working with Resample Curves on

I'm trying to do some procedural animations on bones, but when I have "Resample curves" checked, they don't work. I'm rotating them in LateUpdate, assuming the animation resets their rotations prior ...
1
vote
1answer
1k views

How to mirror/reflect/flip a 4D transformation matrix

I am importing my animation keyframe joint data from Blender to my game engine. The joint data is a set of 4D matrices. Things are looking good except a remaining issue where the animation is facing ...
0
votes
2answers
582 views

how to make a humanoid character bone rotate to face an object in unity?

I want to character to be able to move in a direction and be able to aim to object in other direction. I use code below to control bone of a character: ...
1
vote
0answers
41 views

Problems exporting animations to Unity 5

I've finished a model in SpeedTree Cinema v7.1.1 and the model exports correctly, but I can't figure out how to export the wind animation to Unity 5. The only problem is that the wind animation itself ...
1
vote
0answers
64 views

How could I implement a movement system like Intrusion 2 has?

Here is a trailer of the game Intrusion 2. The characters seem to move with physics, but look animated as well. I'd like to know how such a movement system works and how I could go about implementing ...
2
votes
0answers
106 views

How does an interruptive combat animation system like Metroid 2 work?

See here for reference. For the most part this game is a 2D side scroller with the expected platformer architecture: move left, right, jump, shoot, etc. Enemies move and you jump out of the way or ...
0
votes
1answer
148 views

Unity: Blender's Armature messes up Faces

The Model itself is fine when imported but when I activate the Animation all Normals and lighting get Inverted from the Bones. Result: Import Settings: Import Settings: Blender Armature Settings: ...
1
vote
3answers
436 views

Are there viable alternatives to polygons for creating 3D worlds?

Of course, I see the benefit in using polygons to create 3D worlds. But I sometimes wonder if other methods exist and have been used in published computer games; perhaps even hybrid methods of 3D ...
2
votes
0answers
53 views

Skeletal Animation: No initial bone rotation

I am currently trying to implement animations in my game. I am having an issue where the bones do not rotate properly. In my program, I apply an inverse bind pose to each bone to move them to bone ...
0
votes
1answer
380 views

How To Animate Skeletal Interactions (Hugging, Handshakes etc.)

I am fairly new to animating and IK systems, but I've got the basics down to some extend. Now I am looking into how to go about skeletal actor animation interactions such as handshakes, fighting, ...
1
vote
1answer
162 views

How to make my animation play once?

In 3ds max, I've made a Cannon that sets itself up, but I only want this animation to play once, here's where I'm trying to make it loop only once: When I click the toggle at the bottom, it stops the ...
1
vote
0answers
286 views

How can I import animated 2D content from Animate CC into Unity?

I'm a programmer making his efforts to get a bit into art. I have basic drawing and animation knowledge that I think is enough to have some simple games rolling. I have used several programs to ...
0
votes
2answers
462 views

Realtime inverse kinematics on unity apps for android and iOS

Hello I want to understand how much overheads do implementing inverse kinematics in realtime add. I am looking at an implementation as such demonstrated in the video. https://www.youtube.com/watch?v=...
1
vote
1answer
114 views

Generating circular bounding volume / AABB for bone animated object

I have the animated bounding boxes for the individual bones of an object which comes from a pre-computation of the bone's bounding boxes multiplied with the bone matrix. In this question I'm referring ...
0
votes
1answer
249 views

Unreal Engine: Is it possible to animate inside unreal engine?

I have a skeleton mesh and want to slightly tweak it. Is there a way to do this natively in Unreal Engine instead of resorting to a 3D program?
0
votes
1answer
371 views

Inverse Kinematics using Pseudoinverse Jacobian

I'm having problems solving IK with Jacobian Pseudoinverse method. What I do is: At each local joint frame q_i of the chain q ...
0
votes
0answers
34 views

Animated character bobbing around instead of joints flexing

I have a skeleton avatar that has a simple Mocap animation applied to it but instead of the joints bending the skeleton bobs around "doing" doing the animation. The process in which I made this avatar ...
-1
votes
1answer
296 views

My animation poses aren't showing up in my asset browser

I tried following this tutorial, where they eventually ask me to drag the Aim_Center from the asset browser onto the graph. The problem is, the only thing that ...
1
vote
2answers
1k views

How do I import a Spine animation project into DragonBones when DB cannot read the atlas file?

I found 2 interesting Spine projects that I would like to import into DragonBones, but their texture atlas is in .atlas format, which cannot be read by DragonBones. ...
2
votes
4answers
152 views

How do I create an animation without noticeable loops?

I'd like to create vivid idle and passive animations for a creature, but I want to avoid the appearance of obvious loops in the animation and avoid the use of obviously-identifiable pre-baked ...
1
vote
1answer
597 views

Multiple Texture Coordinates Per Vertex (DirectX11)

The models my artists are making in maya have multiple different texture coordinates per vertex depending on what face the vertex happens to be a part of. Originally, to fix this problem, I ...
2
votes
1answer
109 views

Meaning of errors when compiling Source animated assets

This question will be composed of 3 somewhat separate questions regarding the creation of animated assets in Source. The documentation is quite poor and I am having a hard time understanding the ...