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Skeletal Animation and Skinning

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Quaternion based rotations. Nice interpolation. Animation State ... Quaternion Spline (for joint rotations) Questions? demo's at http://www.msu.edu/~furtwan1 ... – PowerPoint PPT presentation

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Title: Skeletal Animation and Skinning


1
Skeletal Animation and Skinning
  • A (hardware friendly) software approach

By Brandon Furtwangler
2
What is skeletal animation?
  • The idea
  • Define a hierarchy of bones
  • Define animations that transform the bones
  • Deform the vertices of a mesh based on the bones
    that they are attached to
  • Common alternative
  • Key frame animation
  • Pros
  • Easier to understand
  • Quicker
  • Cons
  • More memory usage
  • Less flexible

3
Why is skeletal animation better?
  • Allows you to skin meshes
  • Matrix Palette Skinning (hardware friendly)
  • Multiple bones per vertex (weights)
  • Greater flexibility
  • Play multiple animations on a single mesh
  • combine run animation on legs with salute
    animation on arms
  • Mix animations together
  • overlap walk with run to get a smooth transition

4
Implementing MPS
  • Things we need
  • Model
  • Vertex
  • Bone IDs
  • Weights
  • Skeleton
  • Bones (in a hierarchy)
  • Parent
  • Static Transform (bind pose)
  • Dynamic Transform (animation controlled)
  • Palette entry (to be multiplied by vertex)

5
Implementing MPS part 2
  • The skinning process
  • Update Dynamic Transforms from animations
  • Recalculate matrix palette
  • Transform vertex positions/normals by matrix
    palette entries
  • Multiple bones per vertex?
  • How to handle normals?

6
Demo 1
  • Single bone per vertex
  • Limited rotations
  • Joints overlap
  • Ugly
  • Quick
  • What if we want to model an elbow?

7
Demo 2
  • 2 bones per vertex
  • linear combination
  • Outside edge looks great
  • Inside edge is pinched
  • Why?
  • How do we fix it?
  • More bones?
  • Any other ideas?

8
Demo 3
  • 4 bones/weights per vertex
  • 4 bones for a single joint
  • Limitation for hardware (constant registers)
  • Evenly blend between 4 bones with Bernstein
    polynomials
  • Both outside and inside of joint look reasonable
  • More bones for complicated muscle simulation

9
Ideas for an animation system
  • Quaternion based rotations
  • Nice interpolation
  • Animation State
  • Multiple animations with blend factor
  • Animation
  • Multiple Tracks (one per bone in animation)
  • Track
  • Quaternion Spline (for joint rotations)

10
Questions?
  • demos at http//www.msu.edu/furtwan1
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