Basics of Animation Technology (WIP)

2023-02-03

2D Animation

  • Sprite animation
  • Sprite-like animation in pseudo-3D game
    • Doom
  • Sprite-like animation in modern game
    • 2D character
    • Game effect
  • Live2D

3D Animation

  • DOF: degrees of freedom
    • 6 DoFs per rigid objects
  • 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
    • q = a + bi + cj + dk

Animation Compression

Animation DCC