Sign in to follow this  

character animation

Recommended Posts

Hi folks, I have used animation data on character model to animate them. I have used and created ways of blending animations and creating procedural animations. The one thing I have not done is create an actual implementation of a virtual character with bones. I have always used existing libraries or functionalities to use character animation. The next usage of my animations files and blending algorithms have to be used on an implementation of my own. Now I have searched on the net a lot, but all findings resulted in a book to buy. If there is no other option I will buy a book but I just can't believe that there is no known online tutorial on the matter. So I need only the function to save a mesh with bones attached to it. So that moving a bone will only effect the parts of the mesh that is connected to that bone. That process is what is not yet clear to me. Hope you guys can help me.

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this