Hacker News new | ask | show | jobs
by proc0 1471 days ago
Really cool, thank you. This is the standard way of animating in most engines, right? I'm wondering if there are other techniques that save on sampling the data. Bones form a hierarchy and when the spine bone moves it affects the movement of all the other limbs, but I'm not sure if that's more or less expensive.
1 comments

Thanks proc0! What you are describing (a hierarchy of bones) is exactly what I'm doing. I decided not to mention that to simplify the explanation of how character animations work, but here are the missing details:

- All the little curves that I'm plotting show the local orientation of each joint.

- To obtain the world orientation of a particular joint, it's necessary to combine the transform matrices of all its parent joints until you reach the root of the hierarchy.

For example, to get the world transform of a wrist joint, you need to combine the local transforms of the wrist, elbow, shoulder, neck, etc. joints.

Animation curves are stored in local space in glTF files, and those are the curves that I'm displaying.

I hope this explains things.

Nice, I was thinking they had absolute coordinates. Thanks for clarifying.