Skip to main content
Share Your Experience: Take the 2024 Developer Survey
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-...
DMGregory's user avatar
  • 135k
7 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 ...
Theraot's user avatar
  • 27k
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 ...
DMGregory's user avatar
  • 135k
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 ...
Philipp's user avatar
  • 120k
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 ...
DMGregory's user avatar
  • 135k
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 ...
Acme Nerd Games's user avatar
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 ...
DMGregory's user avatar
  • 135k
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,...
Jibb Smart's user avatar
  • 2,460
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 ...
János Turánszki's user avatar
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, ...
Sean Middleditch's user avatar
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".
Soapy's user avatar
  • 915
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 ...
zimspy's user avatar
  • 347
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 & ...
Pikalek's user avatar
  • 12.4k
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);
cortvi's user avatar
  • 181
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, ...
Philipp's user avatar
  • 120k
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 ...
user1930712's user avatar
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 ...
Hampus's user avatar
  • 126
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 ...
J22o's user avatar
  • 482
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 ...
Kiord's user avatar
  • 101
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 ...
Theraot's user avatar
  • 27k
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 ...
Wacov's user avatar
  • 136
1 vote

Why do my character's feet slide when I auto-configure a humanoid rig in Unity3D?

Open the Animator window for your controller, click the animation in question, tick "Foot IK" in the animation
Peter Morris's user avatar
1 vote

how to make a humanoid character bone rotate to face an object in unity?

I don't know if this is the "right" way to do this, but whenever I had to manually rotate a bone, I would make a Transform boneToBeRotated member in the controlling class, and slot in whatever bone ...
Ka-Wiz's user avatar
  • 11
1 vote
Accepted

Unity: Blender's Armature messes up Faces

There's probably a transformation on the rig in blender, that is being applied to the mesh upon export (or upon animating). In the 3D view port open the properties window with 'N', and check if there ...
Reuben Crimp's user avatar
1 vote

Are there viable alternatives to polygons for creating 3D worlds?

The most common alternative to describing 3D world in terms of polygons are various voxel based techniques. Voxels are to 3D as pixels are to 2D. You can construct a 2D picture using vector graphics, ...
smokku's user avatar
  • 111
1 vote
Accepted

How To Animate Skeletal Interactions (Hugging, Handshakes etc.)

Example: Character A is touching with the hand on character B's Head. In content, you need to define the offset to your attachment. So you would create a bone under Character's A's hand, and then ...
Oskar Holmkratz's user avatar
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 ...
kolenda's user avatar
  • 1,370

Only top scored, non community-wiki answers of a minimum length are eligible