I’m planning to implement animation in my direct3d11 engine sometime
soon. But I haven’t found any good tutorials on the subject yet.
Where or how can I learn all about animation for game graphics - and
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Bone animation is probably the most common aside from simple
translation. You’d just have to do a search I think.
Maybe a bit off topic, but when I was on other forums site, I discovered
some interesting project - watch a video -
- at some 2:00 and maybe also 7:35 and on.
The thing is, they’re using kinematics to solve the motion. It isn’t
anything new though - you can use inverse kinematics for movement,
ragdolls are quite common for falls, standing up is quite tricky,
because you need to keep balance for the character, for swinging sword,
you can use forward kinematics. It isn’t nothing brand-new, although
they put together kinematics, physics and good parameter fine-tuning and
it looks very good (although I think that hand-made animations look
Anyway doing inverse kinematics for walk & run isn’t that hard and in my
opinion it’s worth it. Combine this with rag-doll physics and let
artists do their awesome work on the rest.
And other note, building mocap system in house isn’t that expensive
today (basically it could work just with kinect and some little
fine-tuning in the end) :) - you probably won’t get accurate animation
like Gollum had in LotR, but for most games it will be enough (note that
always an artist can touch it and add some stuff if needed - like
animating fingers, etc. - to achieve as good animation as Gollum had :D
I definitely want to add physics to my animations some day since I’m
going for physics programmer, but for now, I’m just curious as to how
“normal” animation can be performantly and efficiently be implemented
you can find also online tutoria.
even you only include little physics, a physics ready bone system can be
really good for blending multiple keyframes together (running and
swinging sword at same time) heres a demo of my last animation system…
took about 3 days to finish, so be prepared to put a bit of effort into
it, but i got okish (albiet with a few issues) results. :)
theres definitely an art to hand making key frames, youve got to get
the “weight” of the character into them.
How I do it?
Its a fairly sound system, and totally home grown, just takes a bit of
The main action is -> translate to bone axis, rotate, translate from
bone axis. each bone has a basis of rotation, the model goes where the
sticks point. you multiply the translations and rotation to a single
matrix you pass to the shader.
All the bone parts work independant from a heirarchy, I know theres
heirarchical methods but i just sorta “glue the bits to a stick man” so
they all orientate independantly fine, with no heirarchical matrix
theres a matrix sent to the skinning shader per bone, and each point has
an id to what bone it is, computationally its just an extra matrix
multiply per vertex. this method is great cause if you want to add the
advanced physics or ANN’s its ready to go as is.
A human or an animal is a hard thing to animate, doing cars, ships and
airplanes is heaps easier (they dont need a rigging skeleton), I just go
that route alot of the time.
Good start, but needs some constraints so he doesn’t turn his arm too
far or awkwardly.
yeh, totally natural animation like assassins creed is an advanced
thing, i guess my animator was a bit clunky, but it prooves a point,