Skeletal animation: Difference between revisions
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[[Image:Breen skeleton ref.jpg|150px|right|Skeleton in reference posture]] | [[Image:Breen skeleton ref.jpg|150px|right|Skeleton in reference posture]] | ||
[[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 processor-efficient and relatively simple animation system that can simulate any jointed object — from people to insects to machinery. | |||
The titular [[skeleton]] is a hierarchy of jointed but individually rigid [[bone]]s that are manipulated in the same way as a real skeleton. [[Vertex]]es are '[[envelope]]d' to the appropriate bone and move with it; the bone in turn moves with the bones [[parentbone|above it]] (e.g. the hand follows the forearm). [[Polygon]]s that cover joints between bones [[weightmap|stretch and compress]] as the skeleton moves. | |||
Bones can be controlled with [[$sequence|canned animation]], [[$collisionjoints|real-time physics]], and/or [[$ikchain|inverse kinematics]]. | |||
== Limitations == | |||
; A bone is rigid | |||
: The vertices enveloped to any given bone move as one unit; a skeletal animation cannot move them relative to each other ([http://www.brightcove.tv/title.jsp?title=900704395 though other options exist]) | |||
; A bone has only one parent | |||
: A skeletons are organised into trees, branching out from a root. Meshes (think chainmail) are not possible. | |||
; Skeletons require hierarchy | |||
: While it is theoretically possible to animate gasses or liquids with bones, it's an inefficient and overwrought solution ([[Cinematic physics|usually]]). See [[:Category:Particle System]] to create such effects. | |||
== See also == | == See also == | ||
* [[Vertex animation]] | * [[Vertex animation]] morphs [[Vertex|vertices]] directly. In Source, it is used for faces. | ||
* [[Particle | * [[:Category:Particle System|Particles]] are used to animate clouds or streams of objects. | ||
* [[ | * [[Animated textures]] change the appearance of 2D surfaces. | ||
__NOEDITSECTION__ | __NOEDITSECTION__ | ||
[[Category:Glossary]] | [[Category:Glossary]] | ||
[[Category:Modeling]] | [[Category:Modeling]] |
Revision as of 16:43, 3 January 2009
Skeletal animation is a processor-efficient and relatively simple animation system that can simulate any jointed object — from people to insects to machinery.
The titular skeleton is a hierarchy of jointed but individually rigid bones that are manipulated in the same way as a real skeleton. Vertexes are 'enveloped' to the appropriate bone and move with it; the bone in turn moves with the bones above it (e.g. the hand follows the forearm). Polygons that cover joints between bones stretch and compress as the skeleton moves.
Bones can be controlled with canned animation, real-time physics, and/or inverse kinematics.
Limitations
- A bone is rigid
- The vertices enveloped to any given bone move as one unit; a skeletal animation cannot move them relative to each other (though other options exist)
- A bone has only one parent
- A skeletons are organised into trees, branching out from a root. Meshes (think chainmail) are not possible.
- Skeletons require hierarchy
- While it is theoretically possible to animate gasses or liquids with bones, it's an inefficient and overwrought solution (usually). See Category:Particle System to create such effects.
See also
- Vertex animation morphs vertices directly. In Source, it is used for faces.
- Particles are used to animate clouds or streams of objects.
- Animated textures change the appearance of 2D surfaces.