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Skeletal Animation

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Title: Skeletal Animation


1
Skeletal Animation
  • Zebulon Evans
  • CS536 Computer Graphics
  • CSUSM

2
What is Skeletal Animation?
  • Skeletal animation is simply a system of bones
    and joints (the skeleton) that is used to deform
    a model.
  • Also known as a bone system it is used to create
    skeletal animations.
  • A skeletal animation consists of a skin mesh and
    an associated bone structure.
  • Moving a bone will also move the corresponding
    vertices of the mesh. 
  •  

3
Why Skeletal Animation?
  • Memory advantages over loading a mesh for each
    frame to do the animation. 
  • Each character has a single model.
  • Each move or animation done by the model is just
    a set of bone movements which move a subset of
    verticies in the model.
  • Relative ease to add new behavior to your models
    as it would just be defining a new set of bone
    movements.

4
How Does a Bone System Work?
Basic triangle illustration
5
How Does a Bone System Work?
Add some anatomy with 4 joints and three bones
6
How Does a Bone System Work?
  • J1 is the base joint
  • All other joints are children of J1
  • What happens if J1 moves?
  • What happens if J4 moves?

7
How Does a Bone System Work?
  • The object mesh (usually you can use a single
    mesh, but you can also use more than one)
  • Use weighted vertices
  • A skeleton for the mesh, composed by a hierarchy
    of
  • Bones
  • Joints
  • You can also define the range of motion.

8
How Does a Bone System Work?
  • A mesh is connected with your skeleton
  • Each vertex in the mesh is associated with at
    least one bone and assigned a weight
  • The weight determines how much the bone movement
    affects the vertex
  • Pre-calculate the positions of the bones (poses)
    and create an algorithm to calculate
    interpolation between movements.

9
How Does a Bone System Work?
  • Skinning is when you connect a mesh to a bone
    structure
  • While applying the skin is where you assign the
    vertex weights for each bone.
  • This can be done in many 3D modeling packages
    such as Blender.

10
How Does a Bone System Work?
  • Skinning is when you connect a mesh to a bone
    structure
  • While applying the skin is where you assign the
    vertex weights for each bone.
  • This can be done in many 3D modeling packages
    such as Blender.

11
Animation with Forward Kinematics
  • Positions of particular parts of the model at a
    specified time are calculated from the position
    and orientation of the object, together with any
    information on the joints of an articulated
    model.
  • The motion of the model is defined directly by
    the animator.

12
Animation with Inverse Kinematics
  • In contrast to forward kinematic animation, where
    each movement for each component must be planned,
    only the starting and ending locations of the
    limb are necessary.
  • In inverse kinematics the orientation of
    articulated parts is calculated from the desired
    position of certain points on the model.
  • The key is the use of constraints
  •  limitations of the articulations of joints
  • finite physical loads and speeds at which they
    are able to operate

13
References
  • Basic Introductionhttp//nehe.gamedev.net/data/a
    rticles/article.asp?article03In-Depth Custom
    System
  • http//gpwiki.org/index.php/OpenGLTutorialsBasic
    _Bones_SystemBlender Armature and Stride
    Boneshttp//youtube.com/watch?vBnqEy5BKtLcfeatu
    rerelatedAdding Armature in Blender
  • http//www.youtube.com/watch?vbDOszVr1gIcfeature
    relatedFinal Product Animation with
    Boneshttp//www.youtube.com/watch?vpPD_i5lreI8
    featurerelatedForward Kinematic
    Animationhttp//en.wikipedia.org/wiki/Forward_ki
    nematic_animationInverse Kinematic
    Animationhttp//en.wikipedia.org/wiki/Inverse_ki
    nematic_animationBlender Character Animation
    Featureshttp//www.blender.org/development/relea
    se-logs/blender-240/
  •  
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