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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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1 answer
37 views

How do I apply a post process animation blueprint to a skeleton?

I tried to migrate the rifle anims from the lyra sample project. I am using the same skeleton as the Lyra project, but the wrist is twisted once they are retargeted. If I open the anim before ...
0 votes
0 answers
20 views

Running slide animation problem Unreal Engine 5

When my character is running and when I press "c" he is doing good animation for slide but the problem is that when animation is over the character is going back to the place where he was ...
0 votes
0 answers
24 views

How to put animation correctly from one character into another in Unreal Engine 5 using retargeting? Root problem

So I imported animation from Maximo into Unreal Engine 5 but my character is not moving properly in running slide animation. I used retarget Root option and now my character's animation is good but I ...
0 votes
0 answers
30 views

Does an animation need to be loaded with a model?

I'm using assimp for my C++ rendering engine and I'm having difficulties with skeleton animations I've gone through a couple of tutorials/guides such as the skeletal animation chapter on learnopengl ...
1 vote
1 answer
140 views

How do I make the joints and weights skinned with the variables I'm using?

For some time now I have been trying to do skeleton animation using Rust and OpenGL(specifically the gl library), I loaded the animation information correctly(with the gltf library), the bone ids and ...
0 votes
1 answer
83 views

What is the best way to handle more bone weights than allowed in code?

I am currently attempting to incorporate animated models in my game engine, using Assimp to load the models. I can load and render the static model just fine, but when I try to enable the animation, ...
0 votes
0 answers
65 views

How to move the bones of a model by just pressing a key in unreal engine 5?

I have the following problem. I need to be able to rotate a bone (any bone) in a model in unreal engine 5.3. I cannot use the timeline. For example, if I press the space bar then I would need the arm ...
1 vote
1 answer
11k 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
0 answers
48 views

How to blend 2 different metahumans seemlessly during animation

I'm new on this site so please let me know if this is the wrong section to post to. I have an idea for a whole bunch of animations revolving around 2 semi-identical twins that live in the same body. I ...
1 vote
1 answer
732 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 ...
1 vote
0 answers
98 views

How to animate multiple animation blueprints offseting time for each instance?

I'm new to Unreal Engine and would like to get an effect similar to this one: The idea is to have an Animation BluePrint with data from a Live Link Pose node to start with. To achieve the effect, my ...
9 votes
2 answers
1k 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). ...
1 vote
1 answer
390 views

How to implement skeletal animation for Signed Distance Field models?

When animating a 3D model, we want the surface of the model to remain continuous (such that, for instance, the limbs do not seem to slide on the torso, but stay attached at their position). In a ...
5 votes
4 answers
3k 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 ...
1 vote
1 answer
471 views

How to apply bindpose for vertex skinning?

I'm creating a model/animation viewer in C# using OpenTK for a game's models. Before stating my problem I want to describe a bit what I've accomplished so far in case I'm fundamentally missing ...
0 votes
1 answer
343 views

Make ready player me Avatar replicate animation from Mixamo by pressing an oculus quest2 controller button

I have a ready playerme avatar that I rigged with Final IK. I downloaded an animation from mixamo to play with this avatar. My goal is to animate the avatar with the downloaded animation once a button ...
0 votes
1 answer
304 views

How to store animation data on the GPU?

I want to store my animations on the GPU via buffers (instead of using a single constant buffer which contains the current skeleton frame only), so the vertex shaders of the skeletal meshes can read ...
0 votes
1 answer
118 views

How to apply shadows on an animated model

I have followed the learnopengl.com tutorial on skeletal animation, but it does not apply shadow on the animated model. Here is the vertex shader that is used to display the character. I suspect that <...
0 votes
0 answers
185 views

Spine 2D Animation with Equippable Items Dynamically at Runtime

I am attempting to make a rigged animated character using Spine but this "base" character will be able to pick up items and equip them such as jackets, helmets, etc. This will be a 2D top-...
0 votes
0 answers
86 views

2D Runtime animation with different textures

We have a bunch of characters in our game. Although they look the same mainly, they do have differences. We are downloading the textures on runtime, generating an atlas that decreases the draw call, ...
1 vote
0 answers
123 views

Clothing mesh penetrates character when imported into Unreal

I'm trying to import a .fbx file with animation from Maya, but the mesh has changed at some specific frames automatically, which makes my character intersect with the cloth. The mesh itself does not ...
0 votes
1 answer
83 views

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 ...
1 vote
1 answer
174 views

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 ...
0 votes
1 answer
639 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 ...
1 vote
2 answers
182 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 "...
0 votes
0 answers
393 views

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 ...
2 votes
1 answer
1k 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 ...
0 votes
1 answer
62 views

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 ...
0 votes
1 answer
70 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 ...
5 votes
1 answer
827 views

Bone creation in XNA Content Pipeline

I'm trying to manually create a ModelContent instance that includes custom Bone data in a custom ContentProcessor in the XNA ...
0 votes
0 answers
191 views

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 ...
1 vote
0 answers
250 views

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 ...
2 votes
1 answer
920 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 ...
1 vote
1 answer
354 views

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 ...
1 vote
1 answer
1k views

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 ...
1 vote
1 answer
896 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
0 answers
475 views

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: ...
0 votes
0 answers
65 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
1 vote
2 answers
2k 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?
0 votes
1 answer
1k 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 ...
2 votes
1 answer
567 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. ...
1 vote
1 answer
2k 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 ...
3 votes
0 answers
73 views

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 ...
0 votes
0 answers
183 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 ...
0 votes
1 answer
1k 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 ...
0 votes
1 answer
1k 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? ...
1 vote
0 answers
254 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 ...
0 votes
1 answer
2k 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 ...
29 votes
1 answer
7k 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 ...
0 votes
0 answers
2k 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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