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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Writing to Framebuffer using multiple shaders

I'm currently implementing skeletal animation in my deferred rendering pipeline. Since each vertex in a rigged mesh will take at least an extra 32 bytes (due to the bone's vertex IDs & weights), I thought it would be a good idea to make a different…
Kihz
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How do I correctly blend between skeletal animations in OpenGL from a walk animation to a run animation?

I finished the skeletal animation tutorial from learnopengl.com (link). When I play another animation, it "jumps" to the first frame of that animation in a very jarring way instead of smoothly transitioning to it. Here's what I wrote so far: //…
Andrei Despinoiu
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Skeletal skinning algorithm bunches up everything at the model's feet

I'm trying to implement skinning using skeletal animations stored in a Collada file, and while I managed to load it and render the model without skinning correctly, I can't figure out why when I apply my skinning algorithm all the parts get bunched…
Blindy
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Skeletal animation is skewed

I followed the popular tutorials on skeletal animation by Thin Matrix and another code sample on GitHub The mesh renders find without any animations. But as soon as animations are applied it gets skewed. If I pass identity matrices as…
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Animation Skinning Tranformation Order Problem

I was doing a skeletal animation renderer and I've run into some problems. I wrote my own Collada Loader and everything is loaded fine (I have checked it multiple times), I got the skinning and skeleton data ready for the drawing. The way I…
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Problem importing Vector shapes in .psb to Unity?

My .PSB file in photoshop has my character that is made up of vector shapes.I haven't rasterized it. When I import that .psb file to Unity , nothing shows. But if I rasterize it , it works. I want to use vector shapes without rasterizing so that I…
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How do I calculate the start matrix for each bone(t-pose) (using collada and opengl)

I have already loaded vertices, materials, normals, weights, joint IDs, joints themselves and the parent children info (hierarchy), I have also managed to render it all, and when I rotate or translate one of the joints, the children rotate with the…
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Getting transformation matrix for bone animation in Assimp

I am learning to manipulate a model in Assimp in Visual Studio Express 2019 . So I load a model and it has 0 animations. And I want to apply some transformation to its bone maybe hand and see its effect in the obj format I export. Now to see the…
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Skeletal animations in C# SFML 2D

I'm completely green when it comes to skeletal animations in 2D. I create a platform game and I got graphics for it - body parts from which to stick the character. My problem is that I have absolutely no idea how to go about it. The question is: How…
Cery
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Unity3D: Adding an animator layer makes my 2D character float above the ground

I am developing a 2D game in Unity and encountered a problem that I cannot fix no matter what I do. I have a player character (a .psb file separated into layers with bones attached inside of unity's skinning editor) with an animator attached. In the…
Coccho
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Unity 2D Game Dev - Converting PSD to PSB without Photoshop

So there is a feature in Unity that supports importing PSB files as 2d characters: https://docs.unity3d.com/Packages/com.unity.2d.psdimporter@1.2/manual/index.html (even though it only work with PSB, for some reason it's called PSD importer) So I…
Bill
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How to iterate over a meso skeleton in CGAL?

I'm trying to get the intermediate skeleton from the skeletonization tool of CGAL with the Meso_skeleton class. The problem is that I want to iterate over its vertices and faces but I can't understand what class is the iterator and so I'm getting…
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Render skeletal animated FBX 3d model on android

I am working on an android native project where there is a requirement to load animated fbx models on app, is there a way to achieve this.
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Difference between the two pseudo inverses of Jacobian matrices for IK?

Hi I'm trying to implement IK to my skeleton system and was reading some articles online, and one of the ways to do so was using the pseudo inverse of the Jacobian matrix. However, I've seen 2 forms of the pseudo inverse, and I would like to know…
Peter
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Ball and socket joint's Jacobian matrix?

I'm trying to apply one of the IK methods, which is using the pseudo inverse of a jacobian matrix to my human skeleton I made in OpenGL. I've been using the following link, https://www.math.ucsd.edu/~sbuss/ResearchWeb/ikmethods/iksurvey.pdf and I…
Peter
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