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7.3 Animation and rigging for interactive characters

3 min readaugust 7, 2024

Animation and rigging breathe life into 3D characters. By creating a skeleton hierarchy and defining movement, characters become dynamic and interactive. This process is crucial for creating believable and engaging experiences in AR/VR applications.

Techniques like , , and enable realistic and expressive animations. manage transitions between states, allowing characters to respond naturally to user input and environmental changes in real-time AR/VR scenarios.

Rigging and Kinematics

Rigging Fundamentals

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  • Rigging process of building a skeleton hierarchy for a 3D model to control its movement and deformation
  • Consists of creating a series of interconnected bones or joints that form the character's skeleton
  • Bones are positioned at key points of articulation (elbows, knees, shoulders) to mimic the character's anatomy
  • Hierarchy of bones determines how they influence each other's movement and rotation
  • Allows animators to pose and animate the character by manipulating the skeleton rather than individual vertices

Kinematics and Skinning

  • Inverse kinematics (IK) animation technique where the end effector (hand, foot) is positioned and the rest of the chain (arm, leg) automatically adjusts
    • Useful for creating natural-looking poses and animations quickly
    • Ensures the end effector reaches its intended target while maintaining realistic joint rotations
  • (FK) animation technique where each bone in the chain is explicitly rotated, and the end effector's position is a result of these rotations
    • Provides more precise control over individual joint rotations
    • Suitable for animating mechanical or robotic characters with specific joint angles
  • process of attaching the 3D mesh to the rigged skeleton, allowing the mesh to deform with the skeleton's movement
  • assigns influence values to each vertex of the mesh, determining how much each bone affects its deformation
    • Vertices closer to a bone have higher weights and are more influenced by that bone's movement
    • Smooth transitions between bone influences create natural-looking deformations

Animation Techniques

Key Animation Methods

  • technique where character movement is defined by the motion of the underlying skeleton
    • Skeleton is posed at key frames, and the computer interpolates between these poses to create smooth animation
    • Provides a high level of control and allows for reuse of animation data across multiple characters with similar skeletons
  • traditional technique where the animator specifies the character's pose at specific frames (keyframes) and the computer interpolates between them
    • Allows for precise timing and control over the animation
    • Suitable for creating exaggerated or stylized animations that deviate from realistic motion
  • Motion capture technique that records the movement of real actors using specialized cameras and sensors
    • Captured data is mapped onto a virtual character's skeleton to create realistic animations
    • Provides highly accurate and natural-looking motion, especially for complex actions (dancing, martial arts)

Facial Animation and Procedural Techniques

  • Blend shapes (also known as morph targets) technique for facial animation where multiple versions of a mesh are created to represent different facial expressions
    • Each blend shape represents a specific facial pose (smile, frown, raised eyebrow)
    • Blend shapes are interpolated to create a wide range of facial expressions and lip-syncing
  • technique where motion is generated algorithmically based on a set of rules or parameters
    • Useful for creating complex, organic motions (flocking birds, swaying grass, flowing water) that would be time-consuming to animate manually
    • Can respond to real-time input or changes in the environment, making it suitable for interactive applications

Animation Control

Animation State Management

  • Animation controllers (also known as state machines) manage the transitions and blending between different animation clips or states
    • Define the logic and conditions for switching between animations (idle, walking, running, jumping)
    • Allow for smooth blending between animations to avoid abrupt transitions
    • Can be driven by user input, character physics, or AI behavior
  • Animation controllers enable the creation of complex, responsive character behavior
    • Example: transitioning from a walk to a run when the character's speed exceeds a certain threshold
    • Example: blending between different facial expressions based on the character's emotional state or dialogue
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© 2024 Fiveable Inc. All rights reserved.
AP® and SAT® are trademarks registered by the College Board, which is not affiliated with, and does not endorse this website.

© 2024 Fiveable Inc. All rights reserved.
AP® and SAT® are trademarks registered by the College Board, which is not affiliated with, and does not endorse this website.
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