2D skeletal animation for a fantasy indiegame with rabbits...
πŸ‘︎ 345
πŸ’¬︎
πŸ‘€︎ u/jonoldblood
πŸ“…︎ Jan 29 2022
🚨︎ report
Software for Skeletal Animation

I am looking forward to creating animation for my 2D project. And I think that rigging will be a better option, than creating every single frame of animation.

But the question is where do I do this? In Godot? Or is there other software?

Help will be appreciated.

πŸ‘︎ 7
πŸ’¬︎
πŸ“…︎ Jan 26 2022
🚨︎ report
My skeletal mesh has weird lighting artifacts when being lit by stationary or movable lights?? I have no idea what could be causing it. (Also the jumpscare animation is just a placeholder so dont mind that lmao) v.redd.it/r9ncrthdx9e81
πŸ‘︎ 2
πŸ’¬︎
πŸ‘€︎ u/Dedlus_lol
πŸ“…︎ Jan 27 2022
🚨︎ report
Skeletal Animation in OpenGL using Assimp - Part 4

Hi,

The tutorial is now available at https://youtu.be/SsVJP8Hh_gE

In this video we integrate the core Assimp matrices into the implementation of the skinned mesh class.

Thanks,

Etay

πŸ‘︎ 30
πŸ’¬︎
πŸ‘€︎ u/OGLDEV
πŸ“…︎ Jan 26 2022
🚨︎ report
Can I use 2D skeletal animations in 3D environment, like sprite3D node?

Or do I need to make classic frame by frame animations in other programs and just use animation sprite 3d node?

πŸ‘︎ 3
πŸ’¬︎
πŸ‘€︎ u/ugurchan
πŸ“…︎ Jan 04 2022
🚨︎ report
So I finally got 4 direction skeletal animation working (for the Fox) It is my first time ever animating anything! v.redd.it/5p9xizfivd481
πŸ‘︎ 11
πŸ’¬︎
πŸ‘€︎ u/Blorfy
πŸ“…︎ Dec 08 2021
🚨︎ report
Been learning skeletal animation for Roblox, my bugs are next level. v.redd.it/8esiad9idvz61
πŸ‘︎ 3k
πŸ’¬︎
πŸ‘€︎ u/bemmu
πŸ“…︎ May 18 2021
🚨︎ report
How to make skeletal animations with separate sprites

I'm planning on making a skeletal animation with multiple parts but I can't just select them all and go to the sprite editor, I've been searching online for solutions for hours and none of them is useful.

πŸ‘︎ 8
πŸ’¬︎
πŸ‘€︎ u/AvianCommunist
πŸ“…︎ Oct 30 2021
🚨︎ report
Why does my skeletal weapon mesh fly to the side during the 2hand equip and not the 1hand? I have ik disabled for both hands during the animation btw. v.redd.it/zjrpbd2e7h081
πŸ‘︎ 2
πŸ’¬︎
πŸ‘€︎ u/Gameguy39
πŸ“…︎ Nov 19 2021
🚨︎ report
Skeletal mesh and animations workflow for godot

Hi there! Coming from Unreal, i have some problems with figuring out the workflow for animations, encountering a bunch of problems. First, what I want to achieve:

  • i make multiple characters (or even parts of characters so i can mix/match shirts/pants etc) in blender
  • all of them use the same skeleton/rig from Auto Rig Pro plugin
  • I want to be able to use both mixamo animations as well as those authored directly in blender
  • i want to keep animations separate from the 3d mesh in the game engine (or rather, i want numerous different characters share animations). Having everything in one file is a no-go for me, i cannot check out ALL animations AND meshes to tweak idle animation
  • i'm not an animator so i don't really want to bother with custom rigs. I can make my own armature since modela are low poly, but i don't want to build the rig. So i have to use either auto rig pro (preferred) or rigify (if good pipeline for making it usable for games and mixamo exists :D)

So, the problems I encountered so far:

  • importing FBX with a character doesnt work - skeleton looks fine, but the mesh is just a big blob of nothing (auto rig pro cannot output any other file format)
  • when i import an fbx with animation only from mixamo, i dont see a way of attaching it to any existing character.
  • godot documentation on the topic is non existant.

Can you guys recommend a workflow for what I want without constantly fighting with the tools?

πŸ‘︎ 5
πŸ’¬︎
πŸ‘€︎ u/Quitt975
πŸ“…︎ Nov 03 2021
🚨︎ report
Control rig basics tutorial: Create your first procedural animation (weapon recoil, with free skeletal mesh download to follow along) youtube.com/watch?v=His0g…
πŸ‘︎ 10
πŸ’¬︎
πŸ‘€︎ u/NEED_A_JACKET
πŸ“…︎ Sep 17 2021
🚨︎ report
Nearly all animations in this game were from super-complex, hand-animated skeletal rigs. v.redd.it/wh2b14smuml61
πŸ‘︎ 3k
πŸ’¬︎
πŸ‘€︎ u/MirzaBeig
πŸ“…︎ Mar 07 2021
🚨︎ report
Some skeletal animations I made for a severed hand boss v.redd.it/0quing0vqrc71
πŸ‘︎ 63
πŸ’¬︎
πŸ‘€︎ u/framenotperfect
πŸ“…︎ Jul 22 2021
🚨︎ report
[TOMT][MOVIE/SHOW][early 2000's] Anime / animation from my young childhood where a boy's arm turns skeletal.

I remember seeing this singular scene from a show/ movie where a male character loses all his skin and muscles from his arm and is left with only a skeletal hand.

I've had this memory since my kindergarden days as I remember playing as the character as a kid.

I haven't seen anything else from the show as I just tuned in as my dad was watching it on an evening.

I must have seen it around 2006-2008 as I remember not being any older than 6.

I live in Finland and it wasn't dubbed (as in, it wasn't dubbed in finnish), so it might have been from the late 90's as well.

πŸ‘︎ 3
πŸ’¬︎
πŸ‘€︎ u/SaltedOnigiri
πŸ“…︎ Jul 26 2021
🚨︎ report
Game Engine: How I Implemented Skeletal Animation vladh.net/articles/game-e…
πŸ‘︎ 158
πŸ’¬︎
πŸ‘€︎ u/vladh
πŸ“…︎ Apr 04 2021
🚨︎ report
Here's a peek at our skeletal animations for our upcoming hockey game Tape to Tape. Feedback is welcome!
πŸ‘︎ 79
πŸ’¬︎
πŸ‘€︎ u/TapetoTape_Game
πŸ“…︎ Apr 22 2021
🚨︎ report
How to Setup a 2D Rig and Animate in Unity (Skeletal Animation) youtu.be/Qd8TXelVnJ4
πŸ‘︎ 13
πŸ’¬︎
πŸ‘€︎ u/bmolinology
πŸ“…︎ Aug 04 2021
🚨︎ report
2D Skeletal Animation in Godot

I see Spine Pro is the best program for skeletal animation, and very strong compared to other similar tools. But Spine doesn't support Godot (although Spine supports many other game engines like cocos2d, libgdx, Unreal, Unity, XNA).
I want to learn what are our options in Godot. Can't we export the animations from Spine in any way? Do we really have to use the built-in skeleton tool of Godot?
Will Godot 4.0 have new possibilities for the connection between Godot and Spine?
And what other skeletal animation programs we can use other than the built-in tool?

πŸ‘︎ 2
πŸ’¬︎
πŸ‘€︎ u/qaosbringer
πŸ“…︎ Jul 12 2021
🚨︎ report
Certain parts of my skeletal mesh are vanishing when playing an animation in-game and my mind is melting (please help me)

So I'm working on a little indie FPS game project and I have encountered the strangest issue I've ever seen in UE4.

When I play my 'healing' animation, my character puts his weapons away, jabs himself with a syringe, and gets his weapons back. All simple, and it plays fine in the preview window.

BUT when I play it in-game, my character puts his weapons away... and then the hands vanish until he gets the weapons back again?

So the animation IS playing because he's putting the weapons away, but for some reason the arms vanish from existence for a solid 120 frames.

I've tried everything I can think of. I've moved the camera/changed the FOV to see the hands vanishing with my own eyes, I've tried a move-to for the camera to make sure the arms aren't just flying off somewhere (they're not). I've tried completely re-exporting and importing the animation again, but same issue.

I'm linking a video of the problem. Has anyone seen something like this before? Does anyone have ANY idea what's going on? Hoping I'm just missing something obvious here.

https://www.youtube.com/watch?v=nGYy2iGnT0w

πŸ‘︎ 3
πŸ’¬︎
πŸ‘€︎ u/YaboiCyresto
πŸ“…︎ Jun 23 2021
🚨︎ report
Good resources for learning how to implement skeletal animation?

Hello everyone,

I am interested in implementing my own skeletal animation system, like those found in programs like Unity, Unreal, Blender, etc.. I am aware of the general concepts of rigging and skinning, however, I am not familiar with the specifics, like the mathematics, data structures, algorithms, that kind of stuff. My research on this topic has been fruitless, so I was wondering if any of you guys have any good leads on books, articles, or videos that specifically go into detail about how to implement skeletal animation systems. Any ideas?

Thanks.

πŸ‘︎ 6
πŸ’¬︎
πŸ‘€︎ u/MathMagicianX
πŸ“…︎ Jun 15 2021
🚨︎ report
A very quick tutorial on how to retarget any Unreal Engine animation to your own skeletal mesh. This should help Jumpstart any new project and speed up the process of replacing your own mesh with the template mesh. youtube.com/watch?v=Pgsgs…
πŸ‘︎ 6
πŸ’¬︎
πŸ‘€︎ u/justaguyjoshua
πŸ“…︎ Jul 01 2021
🚨︎ report
Skeletal animations using Spine for our upcoming hockey game, can you spot our special guest?
πŸ‘︎ 21
πŸ’¬︎
πŸ‘€︎ u/TapetoTape_Game
πŸ“…︎ Apr 22 2021
🚨︎ report
Made some skeletal animations for my game and they turned out pretty cool v.redd.it/p3tjcx47zqc71
πŸ‘︎ 5
πŸ’¬︎
πŸ‘€︎ u/framenotperfect
πŸ“…︎ Jul 22 2021
🚨︎ report
Skeletal animation of our player getting body checked v.redd.it/zc7ndr0b39371
πŸ‘︎ 5
πŸ’¬︎
πŸ‘€︎ u/TapetoTape_Game
πŸ“…︎ Jun 04 2021
🚨︎ report
Tutorials for 2d skeletal/puppet animations?

Hi guys and gals, i don't know if this is the right subreddit but i would like to know if there's some kind of tutorial for the creation of the assets for a 2d skeletal/puppet animation, in particular i would like to know what are the best practices for joints, for complex animations that require the change of some parts and hints in general.

There are lots of tutorial on how to animate with this or that program but finding one that explains how to make the assets is way harder.

Thanks!

πŸ‘︎ 2
πŸ’¬︎
πŸ‘€︎ u/M_519
πŸ“…︎ Jul 07 2021
🚨︎ report
Skeletal animation for pixel art

Currently in the process of drawing an 100x60 pixel art skeleton character for a game I'm making. Being the main character it will need a ton of animations, so I'm wondering does skeletal animation work for pixel art, or do I have to draw each frame?

πŸ‘︎ 3
πŸ’¬︎
πŸ‘€︎ u/subtopewds6657
πŸ“…︎ Apr 25 2021
🚨︎ report
Skeletal animation with overlayed clothing.

I have my base 2D model with a spine and everything, the problem is that if i add another sprite, lets say for a leg armor, the legs will keep moving but the armor won't and from what i could see i can't have the bones affect overlayed sprites.

Well, i do have a solution for this but I am looking for a better way.

The solution i have in mind would be to assemble everything in a single photoshop file with the clothing and then swap out the sprites. But that would introduce a lot of issues and complexity.

If i want to add a robe instead of an armor, i wouldn't want it to be affected the same way by the spline so i need to attach another sprite for that and make sure to remove the sprite of the armor before assigning the robe and vice versa if i want to wear a normal armor.

And if for instance on a later date i want to add another customization option, let's say an eyewear, i would have to make a new photoshop file with a layer for the eyewear and reanimate everything from scratch with this new "model".

Supposing there is a better approach for this, it would be a waste of time to go this way.

πŸ‘︎ 2
πŸ’¬︎
πŸ‘€︎ u/KuroOni
πŸ“…︎ Apr 07 2021
🚨︎ report
Skeletal animation of our player getting body checked v.redd.it/z0g4qrrk39371
πŸ‘︎ 4
πŸ’¬︎
πŸ‘€︎ u/TapetoTape_Game
πŸ“…︎ Jun 04 2021
🚨︎ report
Skeletal animations showcase, can you spot our special guest? v.redd.it/25cjqxt14xy61
πŸ‘︎ 10
πŸ’¬︎
πŸ‘€︎ u/TapetoTape_Game
πŸ“…︎ May 13 2021
🚨︎ report
Attempting to blend skeletal animation with foot IK, problems with getting bone position.

So I'm trying to find a solution for a 3D character to walk up stairs and slopes. I don't need anything super realistic. Right now I just want to be able to play an animation and readjust the height of the foot to whatever is below that foot. I've found several videos of people who have done it but they seem to just be showing off personal code or tutorials that will "come in the future".

The main problem: if I use a SkeletonIK object to point a foot position to a Position3D object it works, but I am unable to find a way to blend it with the existing animation.

What I need is a way for the animation to play normally, to obtain the foot position in that animation, use a RayCast object to find the surface below the foot, and THEN to reposition the foot using the SkeletonIK object.

Now the ideal way to do that would be to grab the global bone position before the IK adjustment is applied. I see in the Skeleton object docs... https://docs.huihoo.com/godotengine/godot-docs/godot/classes/class_skeleton.html

...that there are functions like "get_bone_global_pose" and I have been able to use some visible markers (for testing) to copy the bone transforms, but when I set the IK object to "start" the position returned doesn't move, as if the IK is applied first.

So I guess my question is, are all of the Skeleton functions overridden by the IK object before a script can be run on them or am I just using them in the wrong way?

Right now I'm considering toggling off and on the IK every frame to try and get the position first before rendering, but I don't think the engine order of operations allows for that.

Thanks for reading.

πŸ‘︎ 5
πŸ’¬︎
πŸ‘€︎ u/Caravaggi0
πŸ“…︎ Mar 11 2021
🚨︎ report
Even though I have big and small characters I'd never realized just how drastically different character sizes could be. I just wish the skeletal animation for running was better on big characters.
πŸ‘︎ 10
πŸ’¬︎
πŸ‘€︎ u/Cosmic_Quasar
πŸ“…︎ Feb 26 2021
🚨︎ report
CAD files as game skeletal mesh with animations?

hello i was wonering if i can use CAD files as game modells specificly a skeletal mesh and what is the pipeline i know i can do static meshes with it and what about animations how do i do it

πŸ‘︎ 2
πŸ’¬︎
πŸ‘€︎ u/payback_5
πŸ“…︎ Jun 06 2021
🚨︎ report
Is there a convenient tool like the skinning editor, which instead of using whole pre-made sprites, you could map textures onto polygons, and then use those polygons for skeletal animation? For example, if I wanted to transfer the fur patterns in this image onto the corresponding colored triangles:
πŸ‘︎ 2
πŸ’¬︎
πŸ‘€︎ u/TheDwarvenGuy
πŸ“…︎ May 23 2021
🚨︎ report
Simulating physics on a skeletal mesh but keeping animation in place?

Hi there,

I'm currently working on a VR project and currently look at ways to implement hands which are physically simulated so they interact with the environment. I would like to have my skeletal mesh hands have somewhat accurate collision with the environment while still being constrained by somewhat believable human strength.

Is there a way to have a skeletal mesh simulating physics made of multiple capsules completely follow an animation blueprint and otherwise act like one solid object towards other meshes?

I've got these different cases working which just always fulfill some of the criterias I'm looking for:

  1. PHat of the hands is set up to only have one base capsule for the root bone. Fingers animate as wanted but do not have collisions with the world
  2. PHat of the hands is set up to have capsules for the individual finger bones. The fingers now collide with the environment but do not animate anymore.
  3. PHat of the hands is set up to have capsules for the individual finger bones and they are set to 'kinematic'. The fingers animate and collide with the environment but they have 'absolute' strength, pushing anything physical aside as long as the still normally acting 'weak' root capsule can get to it.
  4. Other solutions like physical animation only change the visual location of the fingers but still just loosely has the fingers dangling around like in case 2
πŸ‘︎ 2
πŸ’¬︎
πŸ‘€︎ u/BMAliens
πŸ“…︎ May 19 2021
🚨︎ report
Playing kid β€” morph and skeletal animation v.redd.it/fp3wumyr9zf61
πŸ‘︎ 6
πŸ’¬︎
πŸ‘€︎ u/FirePing32
πŸ“…︎ Feb 07 2021
🚨︎ report
Some gameplay footage from the side-scrolling (Slavic folklore themed) RPG I'm working on. Skeletal animation via Spine, a working inventory / equipment panel, and item collecting / dropping. v.redd.it/nimpr2hy0a751
πŸ‘︎ 186
πŸ’¬︎
πŸ‘€︎ u/AnnoyingAlchemist
πŸ“…︎ Jun 26 2020
🚨︎ report
[Full Paper] Damien Rohmer et al. - Velocity Skinning for Real-time Stylized Skeletal Animation, 2021

https://preview.redd.it/b4r3iznfayv61.jpg?width=2703&format=pjpg&auto=webp&s=3c6486c66bf37b0495479039d18c717c34166cb2

Velocity Skinning for Real-time Stylized Skeletal Animation
Damien Rohmer, Marco Tarini, Niranjan Kalyanasundaram, Faezeh Moshfeghifar, Marie-Paule Cani, and Victor Zordan
Eurographics 2021 Full Paper

This paper received an honorable mention for the GΓΌnter Enderle best paper award! πŸ…Congratulations πŸ₯³

Secondary animation effects are essential for liveliness. We propose a simple, real-time solution for adding them on top of standard skinning, enabling artist-driven stylization of skeletal motion. Our method takes a standard skeleton animation as input, along with a skin mesh and rig weights. It then derives per-vertex deformations from the different linear and angular velocities along the skeletal hierarchy. We highlight two specific applications of this general framework, namely the cartoonlike β€œsquashy” and β€œfloppy” effects, achieved from specific combinations of velocity terms. As our results show, combining these effects enables to mimic, enhance and stylize physical-looking behaviours within a standard animation pipeline, for arbitrary skinned characters. Interactive on CPU, our method allows for GPU implementation, yielding real-time performances even on large meshes. Animator control is supported through a simple interface toolkit, enabling to refine the desired type and magnitude of deformation at relevant vertices by simply painting weights. The resulting rigged character automatically responds to new skeletal animation, without further input.

EG digilib
PDF in EG digilib

πŸ‘︎ 2
πŸ’¬︎
πŸ‘€︎ u/Eurographics
πŸ“…︎ Apr 28 2021
🚨︎ report
PAID - Eastern Medieval Turn-based RPG Sprites and Skeletal animations

Looking for help with creating skeletal animations/character rigging for Unity for a turn-based RPG. Please see the doc https://docs.google.com/document/d/1nSCmk3ZXr89ln7SsB5UL-hejJIZLjluXMdsn5FWHeSg/edit?usp=sharing for more details and the following is a quick summary:

Requirements:
4 sets of body part sprites
Several basic skeletal actions with bare hands, sword, and polearm: idle, move, attack, parry, dodge, hit, knock out
8 basic skills effect animations
8 special skill animation (8 other effects animations + 8 other skeletal animations)

Also accepting offers to deliver only the sprites without skeletal animations. If the artwork is good, I am willing to find another person who is only interested in working on realizing the skeletal animations without having to design the characters and animation themselves.

πŸ‘︎ 2
πŸ’¬︎
πŸ‘€︎ u/littleredscar
πŸ“…︎ Apr 20 2021
🚨︎ report
Skeletal Animation in OpenGL using Assimp - Part 3

Hi,

The video tutorial is available at https://youtu.be/2tHVDssmUko

Thanks,

Etay

πŸ‘︎ 22
πŸ’¬︎
πŸ‘€︎ u/OGLDEV
πŸ“…︎ Jan 18 2022
🚨︎ report
Skeletal Animation in OpenGL using Assimp - Part 2

Hi,

The video tutorial is available at https://youtu.be/pb6KZPaDBBY

Thanks,

Etay

πŸ‘︎ 29
πŸ’¬︎
πŸ‘€︎ u/emeiri74
πŸ“…︎ Dec 28 2021
🚨︎ report
Skeletal Animation tutorial - Part 1

Hi,

I've started a short mini series on implementing Skeletal Animation in OpenGL using Assimp.

Part 1 is available at https://youtu.be/r6Yv_mh79PI.

Thanks,

Etay

πŸ‘︎ 6
πŸ’¬︎
πŸ‘€︎ u/OGLDEV
πŸ“…︎ Dec 04 2021
🚨︎ report

Please note that this site uses cookies to personalise content and adverts, to provide social media features, and to analyse web traffic. Click here for more information.