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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19 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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15 views

How do you use custom collision on a skeletal mesh in UE4?

I have a vehicle rig that is a skeletal mesh that imports fine in to unreal but I was wondering how to use a mesh for collision on it. Normally you can just name the collision mesh with UCX_ in front ...
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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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24 views

How to run in any direction while looking and shooting at the enemy

In Bayonetta, you can run in any direction and keep shooting at your target and looking at it while locked on. How did they do that animation? I want to implement it using Unity.
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31 views

Creating a weighted mesh from skeleton data

I am trying to wrap my head around animation, but I am having some problems. The lower body looks ok, but upper body is still very wrong. I think my problem is that I have introduced some scaling ...
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1answer
34 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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1answer
87 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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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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130 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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26 views

Cloth folding animation in Unity

I want to implement a basic animation to show clothes being folded. A good example of what I want to do is shown in this game (https://youtu.be/_J-_PAqxtAQ?t=109) at 1:49. You may want to watch it at ....
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17 views

How to align Blender animation to external mesh data?

I'm building a custom engine and I have a confusing asset pipeline. I have skeletal animations in Blender and voxel mesh data in Qubicle. My engine loads the skeletal data and applies joint ...
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9 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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21 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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28 views

Vertex skinning, calculating the bone matrices (for bind pose) and then animating them

I am attempting to do HW skinning in Opengl. Please note that I am purposefully doing it in a not-game ready optimized way, because I need this to scale. I wrote the following code to 'apply' the ...
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38 views

Roguelike Character Sheet Skeletal Animation

i'm trying to set up a little roguelike 2D project like "Sword of Ditto" or "Children of Morta" for fun. I'm stuck on a question about sprites. It's possible to do a Skeletal Animation for all the ...
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83 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
179 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
44 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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187 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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8 views

Root bone wasn't rotated, but after imported to Unity, animations were rotated and doesn't match loop

I made 9 animations in Blender and it passed humanoid type configuration(used rigify). All animations don't moving root bone at all(root bone position/rotation/scale is locked), however when I ...
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2answers
71 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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234 views

Dynamic Sequence FBX Animation Generation

I have a project that will generate a sequence of animation which is a sign language gesture based on the input text from the user. I already figured how to use mecanim but it will be difficult if I ...
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1answer
807 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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53 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
220 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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44 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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382 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
35 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
344 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
138 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
346 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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38 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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647 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
243 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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38 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
131 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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38 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
384 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
65 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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71 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
156 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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1answer
89 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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22 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
314 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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539 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
252 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
43 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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719 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
1k 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
68 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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