commit 09048c44656309b8495ca416b3892bde396f1c08
parent 9099150541e002c17d44f661483b3ae6f23f0865
Author: Andrew <andrewlaack1@gmail.com>
Date: Mon, 6 May 2024 10:51:46 -0500
completed first half of lecture
Diffstat:
1 file changed, 10 insertions(+), 0 deletions(-)
diff --git a/SkeletalAnimation.md b/SkeletalAnimation.md
@@ -12,3 +12,13 @@ Bones are the most primitive components of 3d object rendering and they have a t
Additionally, bones are rigid, but they can rotate about their local y-axis, but they have no other degrees of freedom.
A joint is another way to refer to a root or tail as that is where bones are joined together (join -> join+t)
+
+## Steps to Implement
+
+1. Create armature (allows building of skeleton)
+2. Add bones (root bottom, tip top, body middle, and connected by joints)
+ - Start with one bone then extrude the rest of them
+ - When extruding, the root of the new bone will create a joint with the tip of the prior one
+ - When extruding a bone from the tip of another there is a parent child relationship. As such, there can be multiple children for a single parent.
+ - Name all bones in an apt way (ehh, I guess there is some value to this).
+3.