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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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11 votes
3 answers
11k views

Exporting Blender bones

I wrote an exporter for blender models that works great for meshes. I'm attempting to extend that to bones defined in blender. However I haven't found good information for exporting bone data. How can ...
House's user avatar
  • 73.3k
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 ...
DonkeyBoy's user avatar
  • 153
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?
White Raven's user avatar
26 votes
2 answers
8k views

How to programatically retarget animations from one skeleton to another?

I'm trying to write code to transfer animations that were designed for one skeleton to look correct on another skeleton. The source animations consist only of rotations except for translations on the ...
Robert Fraser's user avatar
11 votes
2 answers
5k views

Efficient skeletal animation

I am looking at adopting a skeletal animation format (as prompted here) for an RTS game. The individual representation of each model on-screen will be small but there will be lots of them! In ...
Will's user avatar
  • 6,977
8 votes
2 answers
3k views

How do I apply skeletal animation from a .x (Direct X) file?

Using the .x format to export a model from Blender, I can load a mesh, armature and animation. I have no problems generating the mesh and viewing models in game. Additionally, I have animations and ...
House's user avatar
  • 73.3k
6 votes
1 answer
2k views

exporting bind and keyframe bone poses from blender to use in OpenGL

EDIT: I decided to reformulate the question in much simpler terms to see if someone can give me a hand with this. Basically, I'm exporting meshes, skeletons and actions from blender into an engine ...
SaldaVonSchwartz's user avatar
5 votes
1 answer
890 views

importing animations in Blender, weird rotations/locations

This is for the Blender 2.6 API. There are two problems: 1. When I import a single animation frame from my animation file to Blender, all bones look fine. But when I import multiple (all of the ...
user avatar
2 votes
1 answer
564 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. ...
Enbugger's user avatar
  • 123
2 votes
2 answers
1k views

Tips on combining the right Art Assets with a 2D Skeleton and making it flexible

I am on my first attempt to build a skeletal animation system for 2D side-scrollers, so I don't really have experience of what may appear in later stages. So i ask advice from anyone that been there ...
Grimshaw's user avatar
  • 3,121
1 vote
1 answer
5k views

Keyframing or programmatically changing attachment transparency in Spine

I've just recently been getting to grips with Spine and Unity 2D, porting some of my assets from different sources (SWFs, SVGs, GIFs, Canvas animations). Whilst I'm able to reproduce a lot of what I ...
Pebbl's user avatar
  • 113