• <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>

            天行健 君子當自強而不息

            Blending Skeletal Animations(1)

            Blending Skeletal Animations

            You would normally use a series of pre−calculated key−framed animations in your game projects. You create these animations using 3D modeling programs such as discreet's 3DStudio Max or Caligari's trueSpace. Although they served their purpose quite nicely, those pre−created animation sequences did lack one major aspect uniqueness. Once an animation, always an animation meaning that the animations are the same, regardless of how many times you play them.

            Moving into a more dynamic world of animation, the technique of animation blending has become more than a buzz word. What's that you don't know what animation blending is? Animation blending is the ability to take separate animations and blend, or rather combine, them to create a new animation.

            For instance, as Figure 6.1 shows, you can blend an animation of your character walking and another animation of him waving his arm to create an animation of him walking and waving his arm at the same time!

            You don't have to stop with only blending two animations, you could go on to combine three, four, or even ten different animations into one unique animation! With each new animation you add, the possibilities of blending increase exponentially. With only a small set of animations at your disposal, you could literally create hundreds of new animations using animation blending.

            Now, I won't lie to youthe theory and implementation of animation blending is extremely, excruciatingly simple. That's right; animation blending is one of those things that makes you wonder why the heck you weren't doing it earlier. It's that easy! It all has to do with the way you combine the various transformations of the skeletal structure's bones.

             

            Combining Transformations

            Your skeletal animations are merely series of transformation matrices applied to the bones of your mesh's skeletal structure. These transformations include translations, scaling, and rotations. For the most part, the transformations are rotations. The bones rotate at the joint; only the root bone is typically allowed to translate around the world, and even then that's best left up to the world transformation (rather than directly translating the bones themselves). Those points aside, the transformations create the animation.

            As you can see in Figure 6.2, you can create new poses by adding various transformations to the existing transformations of the skeletal structure. For example, to make the skeleton's arm move, add a rotational transformation matrix to the arm bone transformation. Slowly increasing the rotational value added to the bone transformation creates smooth animation.

            Figure 6.2: The skeleton's default pose (on the left) has an associated set of transformation matrices; when combined with animation set transformation matrices, these will create new poses.

            You can see that you achieve animation by combining (through matrix concoction) or directly storing a set of animation transformations with your skeleton's transformation matrices. To smoothly animate a mesh, you can use linear interpolation to scale the animation set's transformation matrices over time.

            So at the most basic level, you are dealing with transformation matrices to create animation; there's one transformation matrix to apply for each bone in the mesh. The pre−calculated key−frame animation set is the source of the transformation matrices that are applied to the bone's transformation.

            Think about thisinstead of taking that single transformation matrix from your animation set (from a matrix key frame or combined from a series of position, translation, and rotation key frames), why couldn't you just take a series of transformations that affect the same bone from multiple animation sets and combine them? After all, you're using matrix concoction to combine multiple transformations, so why not just throw in a few more transformations from multiple animations while you're at it?

            Whoa! You caught me thereyou can't just concoct the matrices and expect the transformations to come out correctly. Think of it: Matrix concoction is non−commutative, meaning that the order in which you multiply the various transformations is crucial. If you were to multiply two transformations that both were rotated and then translated, you would end up with a final transformation that rotates, translates, rotates, and finally translates. That's obviously too much transformation data for a single bone that typically rotates and then
            translates.

            To correct this problem, you need to add the transformations instead of multiplying them. So, for instance, the previous two transformations that rotate and then translate would combine into a transformation that only rotates and then translates (as opposed to rotating, translating, rotating, and finally translating). Adding transformations is perfectly acceptable!

            Adding two matrices (represented by D3DXMATRIX objects) is as simple as the following line of code:

            D3DXMATRIX matResult = Matrix1 + Matrix2;

            From there on, you can use the matResult matrix for your transformations; rest assured, it represents the combined transformations of Matrix1 and Matrix2. To combine more animation transformations, just add another matrix to matResult and continue until you have combined all the transformations you want to use.

            Now that you know this information, you can begin combining the various transformations of separate animation sets.


            posted on 2008-04-25 18:57 lovedday 閱讀(684) 評論(1)  編輯 收藏 引用

            評論

            # re: Blending Skeletal Animations(1) 2009-09-16 11:28 akira32

            How do I combine two animationset(different duartion)?  回復  更多評論   

            公告

            導航

            統計

            常用鏈接

            隨筆分類(178)

            3D游戲編程相關鏈接

            搜索

            最新評論

            久久久国产精品| 天天久久狠狠色综合| 国产精品成人久久久| 久久国产色av免费看| AV色综合久久天堂AV色综合在| 亚洲精品高清国产一线久久| 久久久久久免费一区二区三区 | 四虎亚洲国产成人久久精品| 久久综合亚洲色HEZYO社区| 国产成人久久精品一区二区三区| 国产精品嫩草影院久久| 久久久久亚洲av成人网人人软件 | 欧美大战日韩91综合一区婷婷久久青草| 欧美成人免费观看久久| 热久久这里只有精品| 亚洲精品无码久久千人斩| 精品久久国产一区二区三区香蕉| 久久亚洲精品成人AV| 久久久久无码国产精品不卡| 一本色道久久88—综合亚洲精品| 国产精品xxxx国产喷水亚洲国产精品无码久久一区 | 久久久久久久免费视频| 国产真实乱对白精彩久久| 日韩人妻无码精品久久久不卡| 国内精品久久久久久麻豆| 久久亚洲国产欧洲精品一| 伊人久久精品无码av一区| 一级做a爰片久久毛片看看 | 国产成人精品久久二区二区| 久久AV高潮AV无码AV| 亚洲午夜无码久久久久小说| 精品久久久久久国产免费了| 日本精品久久久久中文字幕8 | 久久乐国产精品亚洲综合| 99久久精品免费国产大片| 久久亚洲国产中v天仙www| 99久久婷婷免费国产综合精品| 久久A级毛片免费观看| 久久久国产乱子伦精品作者| 日本久久久久亚洲中字幕| 久久国产高潮流白浆免费观看|