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commit c57ef08a9f4c81a260e650dc925d6ab3c3e4a707
parent 09048c44656309b8495ca416b3892bde396f1c08
Author: Andrew <andrewlaack1@gmail.com>
Date:   Mon,  6 May 2024 12:37:53 -0500

Completed friday lecture

Diffstat:
AArmature.md | 11+++++++++++
MKeyframeAnimation.md | 8++++++++
MSkeletalAnimation.md | 10+++++++---
3 files changed, 26 insertions(+), 3 deletions(-)

diff --git a/Armature.md b/Armature.md @@ -0,0 +1,11 @@ +:blender: :cs331: +# Armature + + +## Notes + +**Definition:** An armature is a set of bones with parent child relationships. This set can be disjoint where not all bones can be traversed do by moving from parents to children or vice versa. + +An armature also has a default pose (generally t pose), which is the state of all it's bones when imported (transform). + +See [[SkeletalAnimation.md]] for more. diff --git a/KeyframeAnimation.md b/KeyframeAnimation.md @@ -24,3 +24,11 @@ Animators used to draw just a few "key" frames hence the term. The goals is to h Now, this is a bit different because of interpolation which makes it so we simply need to ensure correct motion between the keyframes instead of ensuring each position at each time. See [[Animation.md]] which is related to this topic. + +### Creation + +The "Dope Sheet" is the sheet at the bottom of the screen that shows the timeline for keyframe rendering (this is blender specific, but maybe can be extrapolated). + +When creating keyframe animations we select a frame from the dopesheet then we specify the pose at the given time. Rinse and repeat. + + diff --git a/SkeletalAnimation.md b/SkeletalAnimation.md @@ -13,12 +13,16 @@ Additionally, bones are rigid, but they can rotate about their local y-axis, but A joint is another way to refer to a root or tail as that is where bones are joined together (join -> join+t) +Sometimes, an [[Armature.md]] will be disjoint, but we should generally try not to do this. + ## Steps to Implement -1. Create armature (allows building of skeleton) +1. Create [[Armature.md]] 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. + - Name all bones in an apt way (ehh, I guess there is some value to this). +3. Create [[Mesh.md]] +4. Embed Armature into mesh +