Basics of Animation Technology (WIP)
2D Animation
- Sprite animation
- Sprite-like animation in pseudo-3D game
- Sprite-like animation in modern game
- Live2D
3D Animation
- DOF: degrees of freedom
- Rigid Hierarchical Animation
- Per-vertex Animation
- Most flexible (3 DoFs per vertex)
- Mostly implemented by Vertex Animation Texture (VAT)
- suitable for complex morphing
- Need massive data
- Cloth/Fluid Vertex Animation
- Morph Target Animation
- A variation on Per-vertex Animation
- Use key frames with Lerp instead of sequence frames
- Suitable for facial expression
- 3D Skinned Animation
- Advantages
- Need less data than per-vertex animation
- Mesh can be animated in a natural way (like human skin)
- Animation is continuous and smmoth at joints
- Physics-based Animation
- Ragdoll (in GTA5)
- Cloth and fluid simulation
- Inverse Kinematics (IK)
Skinned Animation Implementation
- Different Spaces
- Local Space
- Model Space
- World Space
- Humanoid Skeleton in Real Game
- Normally 50-100 joints
- May more than 300+ joints including facial joints and gameplay joints (weapon joint & mount joint, need to attach weapon to mount point)
- Root joint
- The center of feet
- Convenient to touch the ground
- Pelvis joint
- The first child joint of the root joint
- Human upper and lower body separation
Math of 3D Rotation
- 3D Orientation Math
- Euler Angle: Yaw, Pitch, Roll angle
- Order Dependency
- 3D-Rotation combined by x, y, z sequentially: R = RxRyRz
- Problems of Euler Angle
- Gimbal Lock (because of the loss of one DoF)
- Hard to interpolate (singularity problem)
- Difficult for rotation combination
- Hard to rotate by certain axis
- Quaternion
Animation Compression
Animation DCC