SkeletalAnimation.md (1135B)
1 # Skeletal Animation 2 3 CG W14 L2 4 5 **Definition:** The animation of bones. 6 7 Bones are the most primitive components of 3d object rendering and they have a tip and root to denote directionallity. The body is the area between the tip and root. 8 9 Additionally, bones are rigid, but they can rotate about their local y-axis, but they have no other degrees of freedom. 10 11 A joint is another way to refer to a root or tail as that is where bones are joined together (join -> join+t) 12 13 Sometimes, an [Armature](Armature.md) will be disjoint, but we should generally try not to do this. 14 15 ## Steps to Implement 16 17 1. Create [Armature](Armature.md) 18 2. Add bones (root bottom, tip top, body middle, and connected by joints) 19 - Start with one bone then extrude the rest of them 20 - When extruding, the root of the new bone will create a joint with the tip of the prior one 21 - 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. 22 - Name all bones in an apt way (ehh, I guess there is some value to this). 23 3. Create [Mesh](Mesh.md) 24 4. Embed Armature into mesh 25