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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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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56 views

How to set default scale on a per bone basis

Does anyone know how I can change the default scale on a per bone basis in Maya? (I'm using 2016) I want the scale to be 1,1,1 for this bone without making it smaller than it currently is. So, I ...
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2k views

How do I mix 3D skeletal animations?

I'm trying to create a 3D-model skeletal animation system for C++/Open GL. I would like to be able to mix animations by allowing animations to only affect specific bones. My game has ride-able ...
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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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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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81 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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58 views

How can I find an animation's final compression size in Unity?

I've been looking at animation compression, and the only way I can seem to find it's final size is to create a Build and check it in the Profiler. There must be an easier way?
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549 views

2D Skeletal animations exported to SVG

I would like to create skeletal animations, and Synfig looks quite promising. This is a video walk through of its "bones" feature, used to do skeletal animation. Ticks all the boxes thus far, ...
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0answers
915 views

Exporting 3DS Max animated biped character into Assimp

I've been having some trouble with MD5 meshes exported from 3DS Max into my C++ program, using Assimp to import the model and its skeletal animation. If the models were rigged manually with bones, ...
2
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0answers
392 views

Swap limbs of a skinned mesh

If I have a model, such as a robot, I am able to swap its limb meshes out and replace them with other robot limb meshes by merely removing the limb mesh from the skeleton and attaching the new one to ...
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1answer
126 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
193 views

Importing skeletal animation from vertex coordinates in maya

I have files of different frames of an animation which have the vertex co-ordinates of a human skeleton in 3D space. I want to import the animation from these keyframes into maya to perform motion ...
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24 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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18 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
27 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
229 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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194 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
77 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
239 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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1answer
363 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

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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0answers
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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0answers
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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0answers
563 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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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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0answers
58 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
82 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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1answer
4k 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
416 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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0answers
196 views

Automated animation retargeting

I am currently developing a video game using my own game engine I develop at the same time. While making a good progress in the past months, I am currently stuck. I assume I only miss a minor thing, ...
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0answers
226 views

How to compare recorded skeleton with live skeleton by using kinect sensor?

I am developing project where user will perform movement in front of the kinect. Up to now I can calculate the angles between joints and can detect body parts. My second approach is recording these ...
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0answers
47 views

Unity 2D animation running partially

I have a 2D skeleton animation of human walk cycle - which is fine. I am trying hard to code that should STOP only hands animation but legs should not (on a player input - for example on space bar ...
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0answers
279 views

Edit bone transforms for each key frame to fix mixamo animation

I have downloaded FBX animations from Mixamo.com for use in game. But seems like the "root" skeleton bone does not have translations in Z axis; which makes animations like climbing a ladder or ledge ...
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0answers
120 views

How does a character creator system works?

Like in Aion for example, how does it work? Do I just need to take a basic 3D mesh of a character I created and then make some modifications to it with sliders or do I need to create different clone ...
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0answers
132 views

Is it normal in skeletal animation to NOT consider the translation component in bone transform matrices?

I'm using assimp to load a model, and DirectX11 and DirectX ToolKit to render it. In the document of DirectXTK's IEffectSkinning, it says: As an optimization, SkinnedEffect and DGSLEffect assume ...
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0answers
2k views

How to apply transform matrices retrieved from FBX

I'm trying to import a skeletal animation using FBX SDK. I followed this article, managing to load all the needed data, but when I try to display the animation the mesh falls apart. My knowledge of ...
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0answers
311 views

Rigging Skinning of human skeleton skin mesh scanned by MRI

I have successfully developed a system in Qt/C++ for human musculoskeletal mocap simulations. I can run asf, amc, bvh motion capture files and can visualize the joint transformations. I even simulated ...
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0answers
1k views

Rain World : How to have intelligent movement / animation?

In the project RainWorld the characters seem to move "intelligently" as they move "unrestricted". They seem to know "how" to move their limbs and "what" needs to be done. Here for an example the ...
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0answers
97 views

Relative Transformations for Bones

I'm using Blender to export my armatures in relative coordinates, and I'm trying to get to absolute coordinates in my engine. For the above example, the childBone's ...
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0answers
795 views

XNA - How to move skinned model and merge animations

After you helped me to resolve my loadContent problem I've wrote some code and made 3D model with animation. Because XNA 4.0 doesn't support .fbx with multiple animations I've generated 3 models with ...
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0answers
178 views

Maya Animated Character export for XNA 4.0 problem

To begin with, I'm trying to export an animated character in .fbx format from Maya 2013 to XNA 4.0 In Maya, The Model has a basic rig and the animations are in clips made in the Trax editor. so the ...
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0answers
265 views

Updating physics for animated models

For a new game we have do set up a scene with a minimum of 30 bone animated models.(shooter) The problem is that the update process for the animated models takes too long. Thats what I do: Each ...
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1answer
116 views

Skeletal animation with multiple animations running at the same time

I've spent a long time attempting to figure out how complex animations are done and wrote quite a few different skeletonish frameworks myself, but they've never really came out good enough to be ...
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0answers
31 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
35 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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0answers
15 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
25 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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0answers
27 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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0answers
18 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 ...