Skip to main content

Skeletal Animation

Overview

This chapter discusses concepts such as vertex blending, vertex skinning and keyframing that are fundamental to the animation of articulated character models. Vertex blending is the process of constructing blending surfaces between two different parts that move relative to each other, in order to create the appearance of a single deformable object. Vertex blending is useful in the animation of character models constructed by joining together several individual components.

Mesh models of animatable characters are often subdivided into groups of vertices that represent moveable body parts. A skeleton is an abstract representation of this form of partitioning of a mesh. Skeletal animation refers to the process of computing the transformations of each segment in the skeleton using joint angles, and mapping them on to mesh vertices. The chapter discusses various stages in skeletal animation, describes the transformations applied to a mesh, and also outlines a scene graph based implementation.

Keywords

  • Joint Angle
  • Scene Graph
  • Mesh Vertex
  • Animation Sequence
  • Vertex Index

These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

This is a preview of subscription content, access via your institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • DOI: 10.1007/978-1-4471-2340-8_4
  • Chapter length: 24 pages
  • Instant PDF download
  • Readable on all devices
  • Own it forever
  • Exclusive offer for individuals only
  • Tax calculation will be finalised during checkout
eBook
USD   44.99
Price excludes VAT (USA)
  • ISBN: 978-1-4471-2340-8
  • Instant PDF download
  • Readable on all devices
  • Own it forever
  • Exclusive offer for individuals only
  • Tax calculation will be finalised during checkout
Softcover Book
USD   59.99
Price excludes VAT (USA)
Hardcover Book
USD   89.99
Price excludes VAT (USA)
Fig. 4.1
Fig. 4.2
Fig. 4.3
Fig. 4.4
Fig. 4.5
Fig. 4.6
Fig. 4.7
Fig. 4.8
Fig. 4.9
Fig. 4.10
Fig. 4.11
Fig. 4.12
Fig. 4.13
Fig. 4.14
Fig. 4.15
Fig. 4.16
Fig. 4.17
Listing 4.1
Listing 4.2
Fig. 4.18
Listing 4.3
Fig. 4.19
Listing 4.4

References

  • Angel, E. (2008). Interactive computer graphics: A top-down approach using OpenGL (5th ed.). Boston/London: Pearson Addison-Wesley.

    Google Scholar 

  • Astle, D. (2006). More OpenGL game programming. Boston: Thomson/Course Technology.

    Google Scholar 

  • Bajaj, C. L., & Ihm, I. (1992). Algebraic surface design with Hermite interpolation. ACM Transactions on Graphics, 11(1), 61–91.

    MATH  CrossRef  Google Scholar 

  • Eberly, D. H. (2007). 3D game engine design: A practical approach to real-time computer graphics (2nd ed.). Amsterdam/London: Morgan Kaufmann.

    Google Scholar 

  • Erleben, K. (2005). Physics-based animation (1st ed.). Hingham: Charles River Media.

    Google Scholar 

  • Foley, J. D. (1994). Introduction to computer graphics (Abridged and modified edn.). Reading/Wokingham: Addison-Wesley.

    Google Scholar 

  • Foley, J. D. (1996). Computer graphics: Principles and practice (2nd ed.). Reading/Wokingham: Addison-Wesley.

    MATH  Google Scholar 

  • Kavan, L. (2003). Real-time skin deformation with bones blending. International conference in central Europe on computer graphics, visualization and computer vision.

    Google Scholar 

  • Lander, J. (1998). Skin them bones. Game Developer, 5, 11–16.

    Google Scholar 

  • Moller, T., Haines, E., & Hoffman, N. (2008). Real-time rendering (3rd ed.). Wellesley: A.K. Peters.

    CrossRef  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Ramakrishnan Mukundan .

Rights and permissions

Reprints and Permissions

Copyright information

© 2012 Springer-Verlag London Limited

About this chapter

Cite this chapter

Mukundan, R. (2012). Skeletal Animation. In: Advanced Methods in Computer Graphics. Springer, London. https://doi.org/10.1007/978-1-4471-2340-8_4

Download citation

  • DOI: https://doi.org/10.1007/978-1-4471-2340-8_4

  • Published:

  • Publisher Name: Springer, London

  • Print ISBN: 978-1-4471-2339-2

  • Online ISBN: 978-1-4471-2340-8

  • eBook Packages: Computer ScienceComputer Science (R0)