Skip to main content

Questions tagged [skeletal-animation]

Skeletal animation is a technique by which a complex mesh (or "skin") is animated through the animation of a simpler hierarchical collection of geometry (the "bones").

Filter by
Sorted by
Tagged with
0 votes
1 answer
168 views

I'm looking for a file format to store and load 3D models with skeletal animation data, which is free to use and distribute without licence restrictions. I've evaluated formats like glTF and Collada (....
Opengraphicspros12's user avatar
0 votes
2 answers
115 views

I'm trying to make an animation from a Collada file, but I'm not having any success in animating it correctly. I assume it's an error in the Quartenions class, either during creation from matrices or ...
Edilon Francisco's user avatar
0 votes
2 answers
97 views

Finished this great tutorial on skeletal animation: https://learnopengl.com/Guest-Articles/2020/Skeletal-Animation All works as expected, no issues! Here is what matrixes I use to achieve skeletal ...
Avi's user avatar
  • 188
0 votes
0 answers
80 views

What's the optimal way of reusing animation, rigs and controllers in a complex setup with multiple characters in Unity 2022.3? I've got a somewhat complex scenario: One character that has 20 skins, ...
Fernando D'Andrea's user avatar
1 vote
1 answer
178 views

Animation retargeting (also called motion retargeting) is the transfer of movement from one character to another in animation (i.e. from one skeleton to another), allowing the reuse of animation on ...
aymen ayoo's user avatar
1 vote
1 answer
978 views

Problem I'm receiving the following message while importing the character from mixamo.com. It does not happen for all characters but in some of them. The following bones are missing from the bind ...
MGY's user avatar
  • 160
1 vote
1 answer
923 views

I tried to migrate the rifle anims from the lyra sample project. I am using the same skeleton as the Lyra project, but the wrist is twisted once they are retargeted. If I open the anim before ...
TechnicalVoid's user avatar
1 vote
1 answer
203 views

For some time now I have been trying to do skeleton animation using Rust and OpenGL(specifically the gl library), I loaded the animation information correctly(with the gltf library), the bone ids and ...
Arthur Sally's user avatar
0 votes
1 answer
174 views

I am currently attempting to incorporate animated models in my game engine, using Assimp to load the models. I can load and render the static model just fine, but when I try to enable the animation, ...
Tenebre's user avatar
1 vote
0 answers
105 views

I'm new on this site so please let me know if this is the wrong section to post to. I have an idea for a whole bunch of animations revolving around 2 semi-identical twins that live in the same body. I ...
Majd Odeh's user avatar
  • 111
1 vote
0 answers
167 views

I'm new to Unreal Engine and would like to get an effect similar to this one: The idea is to have an Animation BluePrint with data from a Live Link Pose node to start with. To achieve the effect, my ...
George Profenza's user avatar
1 vote
1 answer
962 views

When animating a 3D model, we want the surface of the model to remain continuous (such that, for instance, the limbs do not seem to slide on the torso, but stay attached at their position). In a ...
marked-off-topic's user avatar
0 votes
1 answer
399 views

I have a ready playerme avatar that I rigged with Final IK. I downloaded an animation from mixamo to play with this avatar. My goal is to animate the avatar with the downloaded animation once a button ...
Craving_gold's user avatar
0 votes
1 answer
514 views

I want to store my animations on the GPU via buffers (instead of using a single constant buffer which contains the current skeleton frame only), so the vertex shaders of the skeletal meshes can read ...
Raildex's user avatar
  • 812
0 votes
1 answer
160 views

I have followed the learnopengl.com tutorial on skeletal animation, but it does not apply shadow on the animated model. Here is the vertex shader that is used to display the character. I suspect that <...
HenriV's user avatar
  • 67
0 votes
0 answers
258 views

I am attempting to make a rigged animated character using Spine but this "base" character will be able to pick up items and equip them such as jackets, helmets, etc. This will be a 2D top-...
Wp3Dev's user avatar
  • 137
0 votes
0 answers
103 views

We have a bunch of characters in our game. Although they look the same mainly, they do have differences. We are downloading the textures on runtime, generating an atlas that decreases the draw call, ...
jazz's user avatar
  • 3
1 vote
0 answers
204 views

I'm trying to import a .fbx file with animation from Maya, but the mesh has changed at some specific frames automatically, which makes my character intersect with the cloth. The mesh itself does not ...
EdwardW's user avatar
  • 11
0 votes
1 answer
136 views

I have just finished a course on Unreal Engine 5, where I have been introduced to managing animations through skeletons and different meshes. My question is, where should I design such animations? Are ...
SrJaimito's user avatar
  • 103
0 votes
0 answers
575 views

I am trying to create a game with stylized shading like Arc System Works Style, which requires the normals to be edited by hand (I do so in Blender). However, after importing to Unreal Engine, these ...
LinguiniThePasta's user avatar
0 votes
0 answers
263 views

I am developing a game and using OpenGL for graphics API and NVidia PhysX for the game's physics. Recently I implemented skeletal animation from this site. The objects are read using assimp which ...
Mike F's user avatar
  • 103
1 vote
0 answers
434 views

I am working with Collada and GLTF. Say I have a humanoid with 3 bones with the following hierarchy: B0(root) → B1 → B2. Terminology: bind pose is the same thing ...
Kroma's user avatar
  • 111
0 votes
1 answer
100 views

I am currently struggling with an animation I made that I would like applied to multiple models, all different, but from the same vertices. I already have a custom gltf importer ready but I need to ...
Kroma's user avatar
  • 111
1 vote
1 answer
473 views

I have recently implemented skeleton animation in my custom engine by following this tutorial. I made several improvements based on that, and was able to load/play simple humanoid animations without ...
neo-mashiro's user avatar
1 vote
1 answer
272 views

I am working on a 2D platformer with 3D characters where the design/intention is somewhat similar to Kirby: https://www.youtube.com/watch?v=MuhLDoNobPw Specifically, Kirby does not look good exactly ...
mike's user avatar
  • 501
1 vote
1 answer
1k views

I have a cinematic sequence with camera cuts set up that can be previewed properly. These scenes involve human skeletal character animations that I made frame by frame in the timeline. Everything ...
practicemakesperfect's user avatar
0 votes
0 answers
601 views

1 part - Blender I made a character with animations in Blender. When importing in Unity, I decided to split the Armature and the Model into different FBX files. This is how we get 2 files: ...
White Raven's user avatar
0 votes
0 answers
94 views

Demonstration of the problem - video My export settings My Unity import settings Rig Settings Animation Settings
White Raven's user avatar
1 vote
2 answers
2k views

The humanoid rig behaves strangely with my animation from Blender. Here is a demo of the problem - video. Can anyone suggest what the problem might be?
White Raven's user avatar
0 votes
1 answer
1k views

Even after reading the documentation, I just can't figure out what the parameter does. I experimented in Unity and set different parameters for Position At Rest and Position Offset. I succeeded in ...
White Raven's user avatar
2 votes
1 answer
678 views

I have to decide which human(oid) skeleton I'll choose to do procedural animation with it in the future. I'm looking for a flexible set of bones that would not lead to painful model reskinning later. ...
Enbugger's user avatar
  • 123
1 vote
1 answer
3k views

What I'm trying to do is create a Blueprint Utility tool that lets me create an Animation Sequence asset to save the current Pose Snapshot of a skeletal mesh. I see there's Create Asset node from ...
Simone Lungarella's user avatar
0 votes
0 answers
234 views

I am trying visualize a human finger's pose with a 3D model in Three.js. The 3D model is composed of 3 bones that represent the proximal, middle, and distal bones of the human finger, connected in ...
Ietpt123's user avatar
0 votes
1 answer
1k views

I have a rather rudimentary layer set up: Lower Body: no mask, full weight, override. Upper Body: upper body mask, full weight, override. This works as intended. Standing Up: full body mask, full ...
Zoop's user avatar
  • 161
1 vote
0 answers
352 views

I am working on a 2d platformer which is made up of pixel art. I want to make my character customizable like in stardew valley. How can I implement it and create animations for my game like run , idle ...
Prince Kumar's user avatar
0 votes
1 answer
3k views

I'm trying to find a quick reference to match Mixamos rigging hierarchy. I'm confused over which bones are 'root' and how many bones in the spine/pelvis/chest etc. I want my characters I make in Maya ...
I_Keep_Trying's user avatar
0 votes
1 answer
1k views

Paid for animations thinking they would be fine and they mostly are but... the hands are using these IK bones that I do not have. Is there a way I can add the bones to my meta skeleton within unreal? ...
EdelweissPirate's user avatar
3 votes
0 answers
74 views

I am using some placeholder humanoid models for my game, which will be replaced later. I am concerned that when I replace them, they will not work with my animations, due to different rigging. Is ...
Evorlor's user avatar
  • 5,891
0 votes
1 answer
101 views

Everything is almost ready 😣. I do not understand what the problem is. The animation works, but some vertices are not where they should be. I am using an SMD file from Half Life. I found that these ...
Тёма Басов's user avatar
29 votes
1 answer
7k views

I've downloaded a bunch of (free) 3d warriors with animations. I've noticed for about 25% of them, the 'run' animation physically moves the character forward in the z direction. For the other 75%, the ...
ineedahero's user avatar
0 votes
0 answers
3k views

I followed these steps: I exported my character from Blender as an fbx file I went to Unreal Engine and make a new folder I paste the fbx file in that folder I put and tried to put it with a ...
Crockadile Hunter's user avatar
1 vote
0 answers
528 views

I've made a custom character and rigged it in blender. Then exported/imported into ue4. It behaves properly in the PHAT and the skeleton mesh looks fine and it all behaves properly in the simulations. ...
thissiteistoxic's user avatar
1 vote
0 answers
71 views

I have a FPS character game object, which consists of just the arms. I made this IK script off of a tutorial. ...
KI.'s user avatar
  • 472
0 votes
0 answers
286 views

I have exported my character into Unity and all the animations came with it. At first, I thought I was good to go but then I made a jogging animation. In blender the hands are gripped like this: When ...
Jake's user avatar
  • 1
0 votes
0 answers
206 views

My characters hands "fall off" in the blendspace between the animations. Looking for a way to fix it, if anyone has any ideas.
Angerboy's user avatar
2 votes
1 answer
279 views

I'm trying to add skeletal animation to my engine and I'm importing meshes with assimp, but I think I misunderstood the skinned mesh concepts (or don't understand assimp). When I import a model, ...
Ivan Neves's user avatar
2 votes
1 answer
4k views

I have modelled a simple mannequine and made a skeleton for it in Blender. As far as I can judge, this skeleton copies the Unreal's standard mannequine's skeleton perfectly... All the hierarchy and ...
Serhii's user avatar
  • 163
1 vote
0 answers
45 views

We use Daz Genesis 8 characters in our project. Content creators would load their morphs from Daz to our game. We would like to add these morphs to our characters so they can be modded, edited and ...
formatc2013's user avatar
3 votes
1 answer
3k views

I would like to support importing clothes(as SkeletalMeshes) and props(as StaticMeshes) as uasset files into game for content creators, which obviously have not been packaged with the game. Basically ...
formatc2013's user avatar
0 votes
0 answers
45 views

I'm really new to blender. I've managed to make a model body and bone structure. I've two problems: But when I try to rotate the arm bone, my entire body moves. Why is this happening? I was following ...
Nischit Pradhan's user avatar

1
2 3 4 5