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First we look at what is skeletal animation:
On earlier machines, rendering itself was already taking up a lot of CPU resources, so for rendering, it was often a space-time strategy to avoid the burden of adding to the CPU in the model's rendering. The frame animation model is born under this condition. The more famous Frame animation format is the MD2 used by Quake2. Until today, frame animations still exist, except that frame animations are more descriptive of smaller and less-moving objects.
After the GPU appears, the CPU problem is not as prominent as before, and some new tools and techniques can be applied. Skeletal animations are more flexible than frame animations, but at the same time skeletal animation requires more computational complexity, so skeletal animation is often used in models that need to focus on the details of the action.
Skeletal animation technology appears after the frame animation technology. For the first time, skeletal animation is only used in modeling areas such as 3DMax, which is designed for non-realtime rendering, to facilitate the modeling of the artwork. Later, when the CPU was freed from rendering, skeletal animation was used in real-time rendering of the game.
Skeleton Animation principle
The idea of skeletal animation comes from the human skeleton. For example, all the muscles and skin of the human upper limb are affected by the skeletal muscle of the upper limb, while the human ankle is affected by the bone of the calf and the foot bone respectively. According to this, we can understand skeletal animation as two concepts: bones: An abstract concept for controlling skin, such as the human skeleton. Skin: Factors that are controlled by the bones and are displayed outside, such as the body's skins are affected by the bones.
Skeleton Animation principle: skinning (Skinmesh)
In the final render result, the skin is completely displayed, and the skinning is actually the element that will be rendered, such as vertices, normals, and texture coordinates. The most critical of all, of course, is the vertex, which will be directly involved in the movement of the bone, thus making the whole model appear as determined by the bone.
Skeleton Animation principle: Skeleton (SKELETON)
The skeleton is an abstract concept that is not visible in the final rendering result. Classes such as human bones and bones are tree-shaped aggregates of several bones (Bone), and each bone is associated with a number of skin vertices, respectively. When the bone is moving, all the skin vertices associated with it will also be affected by the bone movement.
The relationship between the bone and the skin vertex takes into account the effect of each bone on the skin vertex. Although in most cases a vertex will be affected by only one bone, the vertices at the joints are often affected by multiple bones, such as the ankle, which may be affected by the calf bone 50% and the foot bone 50% respectively, which is called weight (Weight).
In this case, we call these vertices of the ankle, the weight affected by the calf bone is 50%, the weight affected by the foot bone is also 50%.
In Unity3d, there are many skeletal animation plug-ins, such as UNI2D,SMOOTHMOVOE,PUPPET2D and so on, but in order to facilitate the art staff to edit our project use is spine
Spine easy to get started, and it provides mesh, usually a texture only 4 vertices, left bottom right bottom left upper right, but with mesh, we can crawl this picture, and set a large number of vertices to it, and then through the setting of the vertex to complete the image of the tensile deformation, such as the function of the milk shake.
30 frames in the spine are 1s, and ik is available in the latest version to fix the bones and do the action.
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Unity Spine Skeleton Animation 2D skeletal animation for Game introduction