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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Understand glTF jointMatrix

I read the Skins section in glTF's github tutorial, but failed to understand how jointMatrix works. In the tutorial, it's defined as jointMatrix(j) = globalTransformOfNodeThatTheMeshIsAttachedTo^-1 * globalTransformOfJointNode(j) * …
lazyplayer
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assimp: Loading "mTransformation" and "mOffsetMatrix" the right way. How to load skeletal animation from assimp?

I am currently trying to load a skeletal animation from a collada file (.dae). But there seems to be a bug in my code which I can not find myself. The bug visualizes in not showing the last child's of the hierarchy at all. They are loaded but…
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(Unreal Engine 4) Is there a way I can convert a skeletal mesh pose to a static mesh at runtime?

I'm aware that there's a way to convert a skeletal mesh to a static mesh by right clicking on it and clicking on the convert option. I was wondering if there's a way I can do that at runtime. I have some functions that only work with static meshes…
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Unity-3D - Can I have several object show the same animation state?

An animated figure requires an Animator to have it show animation. I am trying to create a batalion of soldiers walking in lockstep. Just creating 200 soldiers and moving them is easy, but each one has its own animator and is calculating the…
Blindleistung
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Skeletal animation: interpolation between transformation matrices (collada)

Good afternoon. I want to implement skeletal animation. I created a simple example in Blender and exported it via collada. anim will be Since this is all new to me, so I used the collada 1.4.1 specification and recreated the mesh by…
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Jacobian inverse kinematics giving correct but awkward results?

I'm trying to solve an IK problem using Jacobian matrices and their pseudo inverses to my human skeleton model, but I'm getting really awkward results. But the thing is, the answer is right! (that is, close enough to the target position &…
Peter
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5 DOF Inverse kinematics for Jacobian Matrices

I'm trying to apply IK to my human skeleton's arm, where the shoulder position is fixed, and only the arm is moving. The FK of the arm looks like this (x,y,z) = Root_T * Shoulder_T * Shoulder_Rx(q_0) * Shoulder_Ry(q_1) * Shoulder_Rz(q_2) * Elbow_T…
Peter
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Dual quaternions and arbitrary scales

I have code that runs many skeletal animations using matrices, and I want to convert it to dual quaternions, to get better performance. I have only one issue - I can't find a good resource on how to handle arbitrary scales. I do not quite understand…
user2503048
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Skeletal animation transfer - Orientation

I'm trying to make a pymel script in Maya where I want to transfer an animation from one rig to another. Right now the script is transferring the keyframes from the orignal rig to the other, but it ignores the joint orientation. I have the…
Haplue
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Can a node that exists in an hierarchy contain its own specific transformation

Let's say I have an hierarchy of nodes, each with its own local transformations, that eventually carries over to its children. Is there mathematically a way to apply some transformation to a specific node in the hierarchy, without it being applied…
user2503048
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OpenGL skeletal animation logic

I am tryin to implement skeletal animation in OpenGL ES2 in Android, I have a JSON model exported from Blender using io_three , I can read from this file Bones array each one has Position as 3 floats array, quaternion rotation as 4 floats array and…
Mohamed
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Skeletal Animation: How to manually derive Assimp bone offset Matrix

I'm working off of this tutorial from http://ogldev.atspace.co.uk/www/tutorial38/tutorial38.html Unfortunately it doesn't explain how Assimp derives it's bone data. I know the global Inverse transform is a default Matrix value blender uses to set…
Teebo e
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Three.js Wrong bones orientation

I'm loading a three.js skinned and rigged model, and a bvh mocap animation file. When I try to apply the bvh animation to the model, I have a wrong oriention on some bones: As you can see, The orientations of the arm's are wrong. This is how I…
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Skeletal Animation With Assimp and OpenGL

Recently I've been working on loading and playing skeletal animations in OpenGL using the Assimp library, following a few different tutorials/sources such as OglDev and Ephenation OpenGL. I'm still not 100% sure I know how it works, so just to…
TheTrueJard
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Assimp Error acessing aiNode name

I'm trying to load an animated mesh (skeletal) with assimp but I'm having some problems. When I try to access (the root Node) aiNode*'s name, the programs crashes. In Visual Studio's output, it says it failed to read string characters. (I'm…
Ricardo Antunes
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