Skeletal animation: Difference between revisions
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[[Image:Breen skeleton posed.jpg|150px|right|Skeleton during an animation]] | [[Image:Breen skeleton posed.jpg|150px|right|Skeleton during an animation]] | ||
'''[ | '''[[Wikipedia:Skeletal animation|Skeletal animation]]''' is a [[cheap]] and easily-understandable [[Wikipedia:3D animation|3D animation]] technique that can be used to animate any rigid, jointed object, from humanoids to machinery. | ||
A [[Skeleton]] is a system of rigid [[bone]]s which determines the | A [[Skeleton]] itself is a system of rigid [[bone]]s which determines the model's pose at any given point in time. The model's vertices are [[envelope]]d to a single bone each, and follow that [[parentbone]]'s movements. Polygons that exist between envelopes stretch and compress as the joints are flexed. | ||
Every skeleton has a 'bonetree' hierarchy. Moving a bone automatically causes any child bones to move in response, so rotating a forearm bone would cause the hand and finger bones for that arm to move with it. A bone can have any number of children but only one parent. | |||
Bones can be manipulated with canned (i.e. hand-crafted, keyframed) [[$sequence]]s or, in the case of a [[$collisionjoints]] rig, by [[VPhysics]]. | |||
== Limitations == | == Limitations == | ||
;Bones must be rigid | |||
:A length of chain can be accurately simulated by assigning a single bone to each link, whereas a length of rope would require an almost infinite number of microscopic bones to simulate its full flexibility. Increasing the number of bones makes the skeleton more complex, which undermines the great advantage of skeletal animation: simplicity, both for the human animator and the electronic processor. | |||
;Bones can only have one parent | |||
:So, for instance, a sheet of flexible cloth could not be accurately animated with a skeleton. The same is even more true of fluids or gasses (though for the latter, see [[Particle effects]]). | |||
== See also == | == See also == | ||
* [[Vertex animation]] is used to ''morph'' mesh vertices directly, | * [[Vertex animation]] is used to ''morph'' mesh vertices directly, e.g. animating faces. | ||
* [[Particle | * [[Particle effects]] are used to 'animate' a clouds of particle sprites (see [[info_particle_system]]). | ||
* [[Texel animation]] is | * [[Texel animation]] is standard, pixel-based 2D animation. | ||
* [[$sequence]]s | * <code>[[$sequence]]</code> is used to define a skeletal animation in a model's [[QC]] file. | ||
* [[$bonemerge]] allows | * <code>[[$bonemerge]]</code> allows other models to move in hierarchy with a bone. | ||
__NOEDITSECTION__ | __NOEDITSECTION__ | ||
[[Category:Glossary]] | [[Category:Glossary]] | ||
[[Category:Modeling]] | [[Category:Modeling]] |
Revision as of 09:03, 17 May 2008
Skeletal animation is a cheap and easily-understandable 3D animation technique that can be used to animate any rigid, jointed object, from humanoids to machinery.
A Skeleton itself is a system of rigid bones which determines the model's pose at any given point in time. The model's vertices are enveloped to a single bone each, and follow that parentbone's movements. Polygons that exist between envelopes stretch and compress as the joints are flexed.
Every skeleton has a 'bonetree' hierarchy. Moving a bone automatically causes any child bones to move in response, so rotating a forearm bone would cause the hand and finger bones for that arm to move with it. A bone can have any number of children but only one parent.
Bones can be manipulated with canned (i.e. hand-crafted, keyframed) $sequences or, in the case of a $collisionjoints rig, by VPhysics.
Limitations
- Bones must be rigid
- A length of chain can be accurately simulated by assigning a single bone to each link, whereas a length of rope would require an almost infinite number of microscopic bones to simulate its full flexibility. Increasing the number of bones makes the skeleton more complex, which undermines the great advantage of skeletal animation: simplicity, both for the human animator and the electronic processor.
- Bones can only have one parent
- So, for instance, a sheet of flexible cloth could not be accurately animated with a skeleton. The same is even more true of fluids or gasses (though for the latter, see Particle effects).
See also
- Vertex animation is used to morph mesh vertices directly, e.g. animating faces.
- Particle effects are used to 'animate' a clouds of particle sprites (see info_particle_system).
- Texel animation is standard, pixel-based 2D animation.
$sequence
is used to define a skeletal animation in a model's QC file.$bonemerge
allows other models to move in hierarchy with a bone.