BLENDER CYCLES OPENGL 4.4 CODE
We are almost there to the code part but first we need to understand how assimp holds imported animation data. Below you can see how poses are created for a simple 4 frame jump animation. These Keyframes to go from one pose to another pose smoothly in our code. Keyframes are poses at different point of time in an animation. In the above diagram if you grab the hip bone and move it, all limbs will be affected by its movement.Īt this point, we are ready to create KeyFrames for an animation. We want parent-child relationship among limbs.įor example, If we move our right shoulder then our right bicep, forearm, hand and fingers should move as well. These bones are usually added in hierarchical fashion for characters like humans & animals and the reason is pretty obvious.
BLENDER CYCLES OPENGL 4.4 SOFTWARE
You can see the images below to understand how it looks in software like blender.
BLENDER CYCLES OPENGL 4.4 SKIN
Skin is nothing but meshes which add visual aspect to the model to tell the viewer how it looks like.īut If you want to move any mesh then just like the real world, you need to add Bones. The whole process of an animation starts with the addition of the first component which is The Skin in a software like blender or Maya. You can surely checkout references section below toĬomponents of An Animated Model : Skin, Bones and Keyframes I won't be able to explain how the equation works because its out of the scope for now. Slerp equation which gives the same result as Lerp but for two rotations A & B. Quaternion provides something called The Spherical Interpolation or To avoid this issue we use Quaternion for rotations. Gimbal Lock(See references section below to learn about it). The reason for that is if we went ahead and tried to use the linear interpolation equation on a vector of X(Pitch),Y(Yaw) & Z(Roll), the interpolation won't be linear. It is known as as Linear Interpolation equation or Lerp. Ī gun turret smoothly rotates to face the target i.e Rotation happening over time and a tree is scaling up from size A to size B in time T i.e Scaling happening over time.Ī simple interpolation equation used for Translation and Scale looks like this. Like an enemy moving from point A to point B in time T i.e Translation happening over time. Interpolation can be defined as something happening over time. To understand how animation works at basic level we need to understand the concept of Interpolation. You can still understand the concept and implement it in your way. I'd recommend you to finish the Model Loading section of this saga as this tutorial code continues from there. We need to animate a 3D model using Assimp. We will first understand the concept thoroughly and then understand the data This tutorial is about Skeletal animation which you all have been waiting for. Objects in 3D world like humans andĪnimals feel more organic when they move their limbs to do certain things like walking, running & attacking. Skeletal Animation Guest-Articles/2020/Skeletal-AnimationģD Animations can bring our games to life.