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Skeletal Animation and Skinning A (hardware friendly) software approach By: Brandon Furtwangler.

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Presentation on theme: "Skeletal Animation and Skinning A (hardware friendly) software approach By: Brandon Furtwangler."— Presentation transcript:

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 Pro’s  Easier to understand  Quicker Con’s  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? demo’s at http://www.msu.edu/~furtwan1


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