Questions tagged [skeletal-animation]

Skeletal animation is a technique in computer animation in which a character consists of 2D/3D model and hierarchical set of interconnected bones used to animate the mesh.

Skeletal Animation (sometimes referred as Bone Animation) is a system of animating a 2D or 3D model by overlaying the the model itself (also referred as Mesh) with a bone and joint control mechanism referred as the rig or skeleton.

In 2D models, the image used for the model is broken down to individual segments, and the pivot points connecting them create the rig for the model. In 3D models the rig may be more complex.

There are many software products which support skeletal animation, and it is used extensively in the game industry as it allows the player to animate a character in real-time. In skeletal animation is controlled via the animation tab by adding keyframes and curves.

Skeletal Animation on Wikipedia

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Skeletal Animation ussing ASSIMP and GLSL: bone uniform array size

I'm working on an ASSIMP skeletal animation loader and renderer and right now all the data is correctly loaded and interpolated at its current timeframe. However, there is still one part that isn't working as it should and that's the vertex shader…
Joey Dewd
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Skeletal animation bug with Assimp in DirectX 12

I am using Assimp to load an FBX model with animation (created in Blender) into my DirectX 12 game, but I'm experiencing a very frustrating bug with the animation rendered by the game application. The test model is a simple 'flagpole' containing…
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How do I calculate a COLLADA file's parent and children joint transforms?

Trying to implement rigging: Created a simple rigged snake test with Blender and exported a COLLADA file. I've loaded vertex positions, weights and joint IDs correctly. I've loaded the Skeleton joint hierarchy and these transforms for each bone (I…
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Calculating the final bone transformation for a skeletal animation

I have a simple model with a simple skeletal structure that I made in blender. Here's how it looks: And here's the hierarchy in blender: As you can see it has two bones: One that goes halfway up the rectangular box ("Bone"), that is completely…
Dan
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How to aim gun using 2D IK with a fixed elbow rotation?

I'm doing an "aim-gun-towards mouse" with a 2D skeletal character with 2 bones, ArmUpper and ArmLower (hand is fixed) and I think I need some kind of IK solver. Here are the parameters: ArmUpper: Fixed position in the shoulder, but can rotate…
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OpenGL - skeletal animation - bone rotates around origin

I am following a tutorial series about skeletal animation on Youtube (https://www.youtube.com/watch?v=f3Cr8Yx3GGA) and have ran into a problem – everything works fine, except when I rotate one of the bones (or "joints"), they get rotated around the…
Gweddry
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MD5 animation and game loop

I have implemented loading MD5 model with skeletal animation and it works fine. now I am trying enhance the game loop to play everything smoothly and correct timing. I read about different game loops then implemented the best one as I read that has…
Mohamed Moussa
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How to parse a bvh file to a skeleton model made in OpenGL?

I'm trying to parse the bvh data to my skeleton I already developed with OpenGL. There is one thing regarding data parsing I got curious about though. Bvh data has two parts, which are HIERARCHY and MOTION. HIERARCHY specifies the tree structure and…
Peter
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Blender collada export multiple animations

I want to export a model with multiple actions to Collada file to use it in openGL ES2, the collada exporter exports only the selected or active action, after many researches I did not find a solution but get idea which is making actions in the same…
Mohamed
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Assimp Skinning Global Transforms

I'm currently implementing Skeletal Animation into my 3D OpenGL Game Engine using the ASSIMP library, unfortunately it isn't going all that great. The problem I am currently facing is that the concatenated bone transforms (the parent-child…
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Does distance between the shoulder joints vary with the movement of body in skeleton stream

I want to measure the shoulder length of body using KINECT-2.0 but I don't know through which ratio it shows the output. If it changes which apparently seems so in the stream, then how can I measure it?
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Javascript - optimizing node hierarchy updates for 3D animations

I am using WebGL to do hardware skinning, however updating my model node hierarchies is causing a huge hit for performance. Every node needs to query its current location/rotation/scale keyframes, construct a local matrix with them, and multiply it…
user2503048
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How do I calculate the final bone matrix in skeletal animation?

I'm having trouble finding the final bone matrices for my skeleton. I know my bind pose matrices work, and I know my transform matrices work, but I figured multiplying them (which I'm calling the composite matrix) then multiplying them by its…
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Skeletal Animation with Parenting Issues

tl;dr: When animating a model, each joint moves correctly, but not relative to its parent joint. I am working on a skeletal animation system using a custom built IQE loader and renderer in Lua. Nearly everything is working at this point, except the…
Karai17
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Meaning of glTF's Inverse(GlobalTransform) in Skin Matrix

I want to render a mesh with skeletal animation. Before animating, I want to just render the mesh with just the first keyframe of the animaton i.e. render mesh with the bone hierarchy transforms in place. I'm ignoring the scene structure in the…
legends2k
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