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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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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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16 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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0answers
14 views

DragonBones mesh gets light by the wrong side

So, I use DragonBones to get skeletal-animation in my Unity 2d game. The problem is that object is affected by light only from the back, while other objects(sprites, while the first one is mesh) from ...
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1answer
29 views

In Unity how can we implement the Bull Rider Controller?

There is a Sports (Bull Rider) in which a person sits on the top of a Bull and grasps the rope to controll a Bull. The Bull kind of moves to and fro. The player has to balance him/her self. I have ...
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0answers
24 views

Using assimp to parse animation data

I am trying to do skeletal animation and want to use assimp to parse collada file. I am able to load mesh data and bone weights to render but when It comes to extract bone hierarchy for skeletal ...
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0answers
28 views

Vertices - joint weights assignment/indexing in COLLADA

this might be a duplication of another post, but I couldn't find an answer that helps me understanding the solution to my questions yet. In my model I have 1420 triangles, 740 positions and 1408 ...
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0answers
12 views

IK in collada files and fbx files

I'm currently looking to create my own collada and fbx file parsers. But I read that animations on collada and fbx files are implemented through bones and skinning (skeletal animation). My question ...
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1answer
106 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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29 views

Can COLLADA be used for partial animations / animation blending?

I am making a game engine, using the COLLADA format for my models. Part of the requirement for my models is partial animations, for example if the model was a person, an animation could only affect ...
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1answer
48 views

Does it make sense to export and use skeletal animation as sprites?

As tools like Dragonbones, Spine lets you export animations as both sprite atlas and skeleton data (JSON/binary), I'm not sure which format to use when importing to Unity. I have few concerns: Will ...
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0answers
29 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 ...
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1answer
138 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 ...
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1answer
58 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,...
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54 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,...
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0answers
22 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 ...
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1answer
82 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....
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0answers
25 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 ...
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1answer
65 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 ...
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0answers
57 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 ...
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0answers
19 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 ...
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1answer
141 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 ...
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0answers
248 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 ...
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1answer
70 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 ...
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0answers
39 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 ...
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0answers
425 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). ...
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1answer
541 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 ...
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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 ...
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1answer
87 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
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1answer
913 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 ...
2
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1answer
3k 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 ...
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2answers
1k 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: ...
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0answers
47 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 ...
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0answers
73 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 ...
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0answers
108 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 ...
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1answer
179 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: ...
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3answers
587 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
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0answers
58 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 ...
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1answer
448 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, ...
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1answer
507 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 ...
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0answers
371 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 ...
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2answers
674 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=...
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1answer
181 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 ...
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2answers
373 views

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

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?
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1answer
520 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 ...
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1answer
507 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
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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
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4answers
159 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
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1answer
761 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
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1answer
113 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 ...
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1answer
370 views

How to export an animation from blender to Ethan (third person character) in unity 5

I've made a human animation in blender with the intention of exporting it into unity to add to the animations of the third person character 'Ethan'. Does any one know how I can export the animation ...