Gdc2016:animating with Math

Source: Internet
Author: User

Unity and UE4 's material editor have functions like Vertexoffset, which can drive vertices in vertexshader and do some programmed vertex animations

Reasons for animating with vertices: skeletons are shared, skeletal animations are shared, etc., while saving the number of bones and the workload of animators

Using the Cos trigonometric +time is a basic technique for controlling the weight of each part with vertex color

Material parameters are exposed to dynamic control using program logic

The vertex color of the RGBA channel can be used, for different weight control, with time-varying trigonometric function values, can make creeping effect

Actually, the water is very similar to this.

Ever since I used Unreal's materialeditor, I've been too lazy to write shader directly.

Another application is a hair animation.

Similarly, the vertex red channel can control the weight of the moving movement

Blue channel controls the time to move

The motion of the model can also be controlled by vertex color

Even the face's knot shape can be fine-tuned with vertex color

I think lip-synching can do the same thing.

When necessary, external control material parameters are required to mate


Like this oscillating animation.


It's not enough to use a vertex color.

Control with key frame parameters

In fact, in addition to swinging, but also to achieve the effect of rotation

Some rotations can be achieved entirely using materials, eliminating program logic drivers or skeletal animations.

As an example,

The last is the tool to use

Gdc2016:animating with Math

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