Character Animation
Character Animation
Character animation
animal or alien.
Characters are unique because they need to move in a fluid, organic way.
Simulate and animate rigid objects like vehicles, projectiles, soccer balls and Tetris pieces.
Any game object that is not 100% rigid can take advantage of the animation system.
Whenever you see a vehicle with moving parts, a piece of articulated machinery,
trees waving gently in the breeze or even an exploding building in a game, chances
are good that the object makes at least partial use of the game engine’s animation
system.
Types of character animation
Cel animation
Skinned Animation
Saves time, since the background and static objects only need to be
drawn once
Can archive and reuse canned animation cycles (sequences of cels) for
running, jumping, etc.
Sprite animation
A sprite is a small bitmap that can be overlaid on top of a fullscreen background
image without disrupting it, often drawn with the aid of specialized graphics
hardware.
The sequence of frames was designed so that it animates smoothly even when it is
repeated indefinitely—this is known as a looping animation.
Sprite animation
This particular animation would be called a run cycle in modern parlance,
because it makes the character appear to be running.
In this approach, the vertices of the mesh are animated by an artist, and motion data is
exported which tells the game engine how to move each vertex at runtime.
This technique can produce any mesh deformation imaginable (limited only by the
tessellation of the surface).
In this approach, the vertices of a mesh are moved by an animator to create a relatively
small set of fixed, extreme poses.
Animations are produced by blending between two or more of these fixed poses at
runtime.
The position of each vertex is calculated using a simple linear interpolation (LERP) between
the vertex’s positions in each of the extreme poses
Per-Vertex Animation and Morph Targets
The morph target technique is often used for facial animation, because the
human face is an extremely complex piece of anatomy, driven by roughly
50 muscles.
Morph target animation gives an animator full control over every vertex of
a facial mesh, allowing him or her to produce both subtle and extreme
movements that approximate the musculature of the face well.
Per-Vertex Animation and Morph Targets
Per-Vertex Animation and Morph Targets
Skinned Animation
As the capabilities of game hardware improved further, an animation technology known as
skinned animation was developed.
This technique has many of the benefits of per-vertex and morph target animation—
permitting the triangles of an animated mesh to deform.
But it also enjoys the much more-efficient performance and memory usage characteristics of
rigid hierarchical animation.