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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13 views

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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2answers
19 views

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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1answer
34 views

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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1answer
388 views

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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19 views

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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1answer
121 views

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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23 views

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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38 views

Using transitions and animating my human body such as getting up and walking

I'm pretty new to Unity and I need help. So my problem is: I have my human laying in bed, I press start the game and he starts walking, he ignores the getting up animation and goes straight to the ...
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1answer
40 views

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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49 views

How to code custom mocap importing? ( imperfect bone positions = incorrect bone sizes )

I’m writing some code to acquire poses from custom DIY mocap system. The issue is that the acquired positions and angles of each joint/bone are not too accurate, which means the generated bones and ...
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49 views

Posing a skeleton & seeing it update in the viewport in UE4

My dilemma I am facing is: I have modelled a Neuron (octupus looking thing) in blender and attached an armature to each tentacle so that I can pose it in Unreal. Export to UE4 with skeletal mesh, open ...
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36 views

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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Only part of my model animates, the rest stays still

I made an animation for when my character grabs a ledge, which has him set his arms and head into a position, and have him swing his legs back and forth, however only his legs move and his arms and ...
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1answer
98 views

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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0answers
8 views

IK handle for 'Back' bones. Allowing me to move body downwards and have the knees bend

So I've followed several tutorials and documentation about rigging my humanoid character in Maya. I've had the same problem with the automatic rig from Mixamo, as well as my own one I just made ...
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174 views

How to use SetBoneRotationByName() to rotate a single bone in a armature?

I am very excited to finally be learning Unreal engine development! But I have been working with Unreal editor for only the past couple of days but am having trouble understand how to rotate or ...
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1answer
149 views

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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34 views

(Unity Engine) Is it possible to make 2d animation bones perfectly straight within the sprite editor

I am experimenting with pixel perfect camera and 2d animation. I noticed in the skinning editor that there is no option to edit bone coordinates. When I make an ik it extended the arm making it ...
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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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1answer
46 views

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 ...
29
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1answer
5k views

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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83 views

Cloth tool and Skeletal Bone Weight Paints in Unreal Engine

Just a quick question: I've got my 3rd person rigged and skinned, but I have some hanging fabric around the characters waist which drapes down to the characters legs. Should this fabric be weighted so ...
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551 views

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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63 views

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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24 views

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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0answers
79 views

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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0answers
51 views

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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1answer
75 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, ...
2
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1answer
686 views

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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0answers
33 views

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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1answer
988 views

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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16 views

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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118 views

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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1answer
205 views

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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1answer
726 views

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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2answers
66 views

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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0answers
283 views

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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2answers
104 views

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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1answer
3k 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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0answers
165 views

Understanding ticksPerSecond and duration with skeletal animations

That's my first question here so i hope to do all correctly. From various weeks i started surfing the net about Skeletal animation aiming to add a simple animation controller into my small game engine....
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1answer
446 views

ASSIMP skeletal animation with some FBX files has issues - weird node added

Hi I'm trying to work load fbx files to my OpenGL Renderer using ASSIMP. However, weird nodes that are not in the original fbx file are added whenever I load the file with the ASSIMP importer. For ...
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0answers
49 views

How can I rig an object to animate from two different orientations?

As an example: Say you're animating a skateboard. The board has a nose and a tail. Normally, the nose points forward and the tail points backward. Now say you have two animations: idle and trick. The ...
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1answer
713 views

instancing and GPU skinning

I'm trying to render a large number of identical rigged entities with independent animation. Compared to standard skeletal animation, I can't compute the pose of each entities and send it to the GPU ...
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1answer
126 views

Armature's bone can't be rotated in Unity when I'm trying to rotate its chest toward its looking direction?

I want to rotate my character's chest, so its looking direction will be visualised correctly. But I think that the animation controller doesn't let me. I logged its rotation before and after I set ...
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1answer
600 views

SteamVR Unity Skeleton Pose NullReferenceException

I'm developing an application using SteamVR in Unity. When running my app, the console keeps getting flooded with hundreds of instances of this error: ...
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1answer
263 views

Transform bone absolute position to relative position

I'm working on adding IK to my engine and right now I'm implementing the FABRIK algorithm to give full support to more than three bones. The algorithm works by giving the joints positions, the start ...
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1answer
470 views

Unity Anima2D - IK Limb for leg not working

I'm having an issue getting an IK limb to work using Anima2D in Unity. If I place a limb IK for the neck joint, the head moves as expected, however trying to place one for the leg seems to have no ...
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0answers
39 views

Calculate animation weights based on two variables

I am working on a custom engine and have been tinkering with animations using the Cal3D library. My previous experience with animations was based on prototyping a bit with Unity's Mecanim. Right now, ...
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0answers
1k views

Unity sprite rig affecting performance

I created a simple sprite rig using the skinning editor provided by the new 2D Animation V2 package. But it causes a huge FPS drop when added to the scene. Methods such as SpriteSkin.LateUpdate ...
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1answer
293 views

Individual Skeletal Animation with OpenGL

I have been able to implement a pipeline in OpenGL which reads Collada files and can animate them through interpolating the keyframes. However, as somebody brand new to graphics, I don't quite know ...

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