46
votes
Accepted
What is the standard practice for animating motion -- move character or not move character?
Animations in which the character translates away from the origin are said to contain "Root Motion" - because the root bone moves.
This allows the animator to directly author subtle non-...
6
votes
Are there viable alternatives to polygons for creating 3D worlds?
To throw out one other possibility, we can define a scene in terms of a signed distance field and raymarch against that. Many demoscene creations use this technique to create highly detailed scenes on ...
5
votes
Accepted
Are there viable alternatives to polygons for creating 3D worlds?
A technique which comes around again and again for decades is raytracing. While usual 3d engines are based on taking a bunch of vertices in 3d space and see where they end up if transformed to 2d ...
5
votes
Accepted
How to mirror/reflect/flip a 4D transformation matrix
To get a transformation matrix equivalent to the one you have, but reflected across a major axis you can compose it (multiply it by) a reflection matrix.
That is, if you have your input matrix M and ...
4
votes
m_Entries is undefined
Note that this is the 38th tutorial in a series. If you go back to part 22, you can see m_Entries is defined as follows:
The m_Entries member of the Mesh class is a vector of the MeshEntry
struct ...
4
votes
Accepted
Prevent character's animation from causing its mesh to interpenetrate itself
Small clipping errors are almost impossible to avoid when developing games, as self collision with large amounts of animated characters are very costly to calculate.
If you need (almost) perfect ...
3
votes
Accepted
Mesh's triangles don't move properly during skeletal animation
All of my issues boiled down to misusing the model's index array.
At first I purposely avoided using the model's indices because I wanted to have per vertex normals rather than per face normals. ...
3
votes
Accepted
Rotating 2D bone in LateUpdate have jittering issue
You should not multiply by delta time here:
float newRotation = verticalMovement * m_AimAmount * m_DeltaTime;
Multiplication by delta time is useful when you're ...
3
votes
Accepted
Are there common types of human skeletons in gamedev industry?
Yes, indeed. Unity (for instance) will accept a fairly broad variety of rigs to be converted to Humanoid Avatars as long as they follow the same basic structure. Adobe's Mixamo is one source of ...
3
votes
What does the Lock toggle in the Position Constraint Component do?
This is covered in the documentation:
Toggle to let the Constraint move the GameObject. Uncheck this property to edit the position of this GameObject. You can also edit the Position At Rest and ...
2
votes
Is there any way to bring animation into unity without a rig/bones?
No. Your 3D model MUST have bones of some kind in order to tell the game engine how it should move. Bones also include optional scripts, ik chains, etc., in order to tell it how to move around. Think ...
2
votes
Accepted
IK bones stretching vertices to ground during animation (UE4, 3DS Max, using default skeleton)
Though there were a few vertices attached to the IK bones, the problem eventually proved to be that some vertices were not weighed to any bone at all. For reasons relating to the implementation of UE4,...
2
votes
Accepted
What is the state of the art in procedural character animations?
IK Rig looks very cool, and from what I can find, it's all in the name. It's about using Inverse Kinematics, prescribing the bare minimum number of elements for describing an animation -- feet, pelvis,...
2
votes
Deferred Rendering and skeletal animation
If you are working with DirectX 10 or higher, you can do stream-output. The Idea is, that you keep a vertex buffer of the unskinned mesh, run it through a stream-output shader which is a vertex shader ...
2
votes
How to export an animation from blender to Ethan (third person character) in unity 5
Well there are two methods which i used but the first would be simpler.
First your human rig's bones must be properly named, if you used the skeleton that comes with Blender instead of a custom one ...
2
votes
Multiple Texture Coordinates Per Vertex (DirectX11)
Duplicating vertices is probably the wrong way to go for this particular use case.
If all you have is an extra set of UVs, just send in an extra set of UVs. D3D has attributes named TEXCOORD0, ...
2
votes
Unreal Engine: Is it possible to animate inside unreal engine?
According to Unreal Engine Docs you can modify any existing animation sequences as part of "Additive Layer Tracks".
2
votes
Are there viable alternatives to polygons for creating 3D worlds?
It's possible to build a graphics engine using other geometric primitives.
In 1994, Accolade released a 3D fighter called Ballz used spheres. It was impressive for the hardware at the time & ...
2
votes
Accepted
how to make a humanoid character bone rotate to face an object in unity?
Maybe try this:
var dir = target.position - boneTransform.position;
var q = Quaternion.LookRotation ( dir );
anim.SetBoneLocalRotation(HumanBodyBones.Spine, q);
2
votes
Accepted
Scalability/Performance of physics-based character animation
Things like this have already been done and it should be pretty easy to find resources on how to implement such a system into a 3D rendering engine.
Question - has this been implemented in any ...
2
votes
Accepted
How to achieve single animation for different charcters?
When you want a character skeleton to interact with objects in the environment (which might or might not also be a character skeleton), then you usually use a technique called inverse kinematics, ...
2
votes
Does it make sense to export and use skeletal animation as sprites?
The difference would probably be that while skeletal animations takes a little more performance than sprite animations it has some advantages. One being that the skeletal animation can run at any ...
2
votes
Accepted
Individual Skeletal Animation with OpenGL
Lets say that you have two animation files: anim_run.dae and anum_aim.dae. The former holds a running animation and the latter ...
2
votes
Accepted
instancing and GPU skinning
The solution I chose was to pre-compute all the frames rather than the keyframes.
In fact, I plan to have less than 10 seconds for all the animations.
To store a 10 seconds animation at 50 Hz, I ...
2
votes
Animating 3D characters in 2D platformer where the characters don't look good from directly side-on? (Eg. Kirby from Nintendo)
It is possible to create animations that make sense in a 3D space. However, it is a different challenge to create animations that look good from every angle, than making animations that look good from ...
2
votes
Accepted
Where should I design skeletons and animations?
Typically you'd create your character model, add a skeleton, rig the model, and create animations all in external software like Blender or Maya.
However, Epic has been extending Unreal's built-in ...
1
vote
Realtime inverse kinematics on unity apps for android and iOS
As you can see in videos you've provided it is possible even for more characters. In the second video you have more than 10 models, each of them is computed in realtime and I suppose they don't share ...
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