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SKELETAL
ANIMATION
Made by
Kumar Gaurav(010) &
Shefali(34)
1. What is Skeletal Animation?
2. What is Skeletal Animation Technique Process
1. Skeleton
2. Rigging
3. Keyframes
4. Output
3. Advantages and Disadvantages of Skeletal
Animation
Skeletal animation is a technique in computer
animation in which a character is represented
in two segments: a surface representation
used to draw the character (called skin or
mesh) and a hierarchical set of
interconnected bones (called the rig or
skeleton) used to animate (pose or keyframe)
the mesh.
“SKELETONANIMATION”?
- A Technique introduced in 1988 by semantic scholars Nadia Magnenat
Thalmann, Richard Laperrière, and Daniel Thalmann.
- Skeleton Animation is virtually used in all animation systems, where
simplified user interfaces allows animators to control complex
algorithms and huge amounts of geometry.
“SKELETON
ANIMATION”
- When the animated object is more general than, for example, a
humanoid character, the set of bones may not be hierarchical or
interconnected, but it just represents a higher level description of the
motion of the part of mesh or skin it is influencing.
SKELETON
(SYSTEM OFBONES)
- A collection of “bones” interconnected at joints. Think of bones as edges
connected with their vertices being the joints.
- Bones have a parent or main bone which governs overall movement of
object. Each limb of the object corresponds to a parent bone and/or its
child.
- Skeletons basically allow the object to move when connected to mesh
of flesh.
While this technique is often used to animate
humans or more commonly for organic
modelling, it only serves to make the
animation process more intuitive, and the
similar technique can be used to control the
deformation of any object a door, a spoon, a
building.
When the animated object is more general
than for example a humanoid character the
set of bones may not be hierarchical or
interconnected, but it only represents the
higher level description of the motion of the
part of mesh or skin it is influencing.
 The skeleton is the most important object in
a skeletal animation Process.
.
A skeleton is a set of bones that can be hierarchically
organized
Usually an object has some important joints.
For instance, for a character, the most important joints
are the hip, the knee, the neck, etc.
 Once a skeleton step is done next is
rigging.
 In rigging place the bones exactly where
they would be in a real-world skeleton.
 Each defined bone must be connected to
its belonging part of the object being
animated.
 In this way, the bones control in the
final movements.
A keyframe in animationis a drawing that defines
the starting and ending points of a smooth
transition.
A sequence of keyframes defines a series of
movements the viewer will see in the final
animation.
To have a smooth transition between keyframes
other in-between ones are inserted.
 For obtaining a particular pose of the
character, you need to change the position
of the bones.
 It can be done by using geometric
transformations such as rotation,
translation and scaling.
 All skeletal animations have keyframes.
 ONCE THE KEYFRAMES ARE SET UP,
AND THE ANIMATION LOOKS GOOD
WHEN PLAYING INTO THE LOOP YOU
ARE READY TO USE IT ANYWHERE.
4. Output
1.The skeletal animation uses tools that make the process
of animation simpler.
2.Skeletal animation allows you to make dynamic
animations because you can manipulate (translate,
rotate, scale) all character’s bones at runtime.
3.Bone-based animations are simpler when you want to
make multiple animations for one character.
4.Skeletal animation requires a fewer image and less
memory.
5.Skeletal animation allows you to create a natural
movement with the help of inverse or forward kinematics.
1. Skeletal animations are more complex.
2.Skeletal animations require more processor
time.
3.Skeletal animations have the impediment of
bone rigidity.
printing

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printing

  • 2. 1. What is Skeletal Animation? 2. What is Skeletal Animation Technique Process 1. Skeleton 2. Rigging 3. Keyframes 4. Output 3. Advantages and Disadvantages of Skeletal Animation
  • 3. Skeletal animation is a technique in computer animation in which a character is represented in two segments: a surface representation used to draw the character (called skin or mesh) and a hierarchical set of interconnected bones (called the rig or skeleton) used to animate (pose or keyframe) the mesh.
  • 4. “SKELETONANIMATION”? - A Technique introduced in 1988 by semantic scholars Nadia Magnenat Thalmann, Richard Laperrière, and Daniel Thalmann. - Skeleton Animation is virtually used in all animation systems, where simplified user interfaces allows animators to control complex algorithms and huge amounts of geometry.
  • 5. “SKELETON ANIMATION” - When the animated object is more general than, for example, a humanoid character, the set of bones may not be hierarchical or interconnected, but it just represents a higher level description of the motion of the part of mesh or skin it is influencing.
  • 6. SKELETON (SYSTEM OFBONES) - A collection of “bones” interconnected at joints. Think of bones as edges connected with their vertices being the joints. - Bones have a parent or main bone which governs overall movement of object. Each limb of the object corresponds to a parent bone and/or its child. - Skeletons basically allow the object to move when connected to mesh of flesh.
  • 7.
  • 8. While this technique is often used to animate humans or more commonly for organic modelling, it only serves to make the animation process more intuitive, and the similar technique can be used to control the deformation of any object a door, a spoon, a building.
  • 9.
  • 10. When the animated object is more general than for example a humanoid character the set of bones may not be hierarchical or interconnected, but it only represents the higher level description of the motion of the part of mesh or skin it is influencing.
  • 11.  The skeleton is the most important object in a skeletal animation Process. . A skeleton is a set of bones that can be hierarchically organized Usually an object has some important joints. For instance, for a character, the most important joints are the hip, the knee, the neck, etc.
  • 12.  Once a skeleton step is done next is rigging.  In rigging place the bones exactly where they would be in a real-world skeleton.  Each defined bone must be connected to its belonging part of the object being animated.  In this way, the bones control in the final movements.
  • 13. A keyframe in animationis a drawing that defines the starting and ending points of a smooth transition. A sequence of keyframes defines a series of movements the viewer will see in the final animation. To have a smooth transition between keyframes other in-between ones are inserted.
  • 14.
  • 15.  For obtaining a particular pose of the character, you need to change the position of the bones.  It can be done by using geometric transformations such as rotation, translation and scaling.  All skeletal animations have keyframes.
  • 16.  ONCE THE KEYFRAMES ARE SET UP, AND THE ANIMATION LOOKS GOOD WHEN PLAYING INTO THE LOOP YOU ARE READY TO USE IT ANYWHERE. 4. Output
  • 17.
  • 18. 1.The skeletal animation uses tools that make the process of animation simpler. 2.Skeletal animation allows you to make dynamic animations because you can manipulate (translate, rotate, scale) all character’s bones at runtime. 3.Bone-based animations are simpler when you want to make multiple animations for one character. 4.Skeletal animation requires a fewer image and less memory. 5.Skeletal animation allows you to create a natural movement with the help of inverse or forward kinematics.
  • 19. 1. Skeletal animations are more complex. 2.Skeletal animations require more processor time. 3.Skeletal animations have the impediment of bone rigidity.