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Character Animation (Skeleton?)

Started by malloc2001 May 26, 2002 at 10:30 PM 2 replies 550+ views
Original Post
malloc2001
malloc2001
Anyone know any sites/pages/books that could teach me how to animate characters using DirectX or even theory would be great. In my last post, I specificly asked about Hierarchical Models or Matrix Stacks. However, now I''m thinking that there is an easier way to control the skeleton joints that can be created in a model using 3ds, instead of creating the arm/head/legs seperately and using a matrix stack. Thanks, __malloc() segmentalfault@rogers.com vr62001@hotmail.com
__malloc()segmentalfault@rogers.comvr62001@hotmail.com
DocJunioR
DocJunioR
I''ve once read something about robotics.
A robot arm uses an algorithm which moves each part beginning with the member which has no depending parts, e.g. a finger crest, towards the target it has to take.

don''t know, whether you may use this. Easiest way is to define the final positions(angles) of all member in the object tree and then calculating their way.

cYa
DjR
cYaDjR====================may you be in heaven half an hourbefore devil knows you''re dead ;)
Geocyte
Geocyte
I haven't really come across any good tutorials on skeletal animation (I looked - but not that hard). However, I did come across CAL3D - a free skeletal animation software library. Check out the demo, it's really cool. It is API independant, so should work fine with DX.

It uses quaternions to achieve interpolation of rotations. This is integral to skeletal animation and cannot really be done with matrices, so you may have to learn some maths before you can write your own skeletal animation library - at least if you intend to include interpolation of keyframes and animation paths. Here are a couple of links to get you started:

The Matrix and Quaternion FAQ

"Quaternion Algebra and Calculus" by David Eberly ( !warning, mathematics! )

Also, if you happen to have (or can borrow) a copy of "Game Programming Gems" that has a few good sections (2.7 - 2.10) on quaternions and interpolation. The CD that comes with the book has a very well written (and readable) vector/matrix/quaternion library on it which could easily be adapted for skeleton animation.

... and the rest is up to you

-

Geocyte Has Committed Suicide.

edit:
PS - I think 3DSMax stores bone data as quaternions.

[edited by - geocyte on May 27, 2002 11:24:20 AM]
Geocyte Has Committed Suicide.
malloc2001
malloc2001
Thanks for all the replies. I will have to do some digging and research. There seems to be resources, but they are scattered and not really descriptive.

Does anyone know of a good skeletal tutorial for D3DX? Or even a good book that can be recommended?



__malloc()
segmentalfault@rogers.com
vr62001@hotmail.com
__malloc()segmentalfault@rogers.comvr62001@hotmail.com

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