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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1answer
72 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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0answers
88 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
215 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
94 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
24 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
405 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
708 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
450 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
45 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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841 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
71 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
126 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 ...
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1answer
2k 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 ...
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1answer
11k 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
3k 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
61 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
89 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
120 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
383 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
2k 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 ...
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0answers
86 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
703 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
5k 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
435 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
1k 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
285 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
1k 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
721 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
1k 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 ...
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3answers
3k 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. ...
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4answers
246 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 ...
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1answer
2k 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 ...
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1answer
130 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 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 ...
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1answer
458 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 ...
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0answers
59 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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0answers
216 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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1answer
790 views

What's the use of bones in a 2D skeletal animation?

I'm trying to implement a renderer using a scene graph and skeletal animation. As far as I know the bones in a skeletal animation just represent a connection between two joints. However, if a Joint ...
2
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1answer
600 views

Aim up/down lookat aim target?

I have an animation of a character aiming a handgun 'straight', and firing a handgun from that straight pose. I want to have the character be able to aim up and down and fire from those poses too. ...
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1answer
209 views

Workflow for non human ragdolls

So I want to make automatic ragdoll generation system for all my enemies in my game, the assets are already made and have been paid for a while ago so I can't really ask the artist to change anything ...
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1answer
1k views

I create a 3D character in Blender and animated it. How do I use it in my Game with LWJGL

I have a character and he is animated with the Skeleton or Bone Structure but I don't know how to animate him in my game from scratch. I am using Java with LWJGL. I am loading static Objects with ...
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0answers
227 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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1answer
119 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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1answer
747 views

How are the positions of skinned mesh vertices with multiple weighted parents stored?

I'm trying to wrap my head around the basics of skinning and skeletal animation. I understand not every skeletal animation implementation works exactly the same, but I'm just trying to understand the ...
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0answers
285 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 ...
3
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1answer
636 views

SDD Inverse Kinematics with constraints

I have a question regarding my quest on onderstanding IK solvers. After viewing this movie on YouTube: https://www.youtube.com/watch?v=MvuO9ZHGr6k I started recreating it with JavaScript. Just 2d on ...
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0answers
509 views

AssImp Skeletal Animation Issues [closed]

Tried creating an animated mesh but I render it, it comes up as a flat mesh that moves with the camera. Followed the OGL Animation tutorial here (http://www.ogldev.org/www/tutorial38/tutorial38.html). ...
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0answers
59 views

What are different rig types mean?

I think I know what is rig - it's a set of bones for animation. But recently I watched a presentation where the guy mentioned animation rig, mesh rig, dynamic rig. What each mean?