Modification of Skeletal Character Animation Using Inverse Kinematics Controllers
Р.Р. Газизов, Aleksey Vitalevich Shubin
Abstract
Р.Р. Газизов, Aleksey Vitalevich Shubin
Abstract
The article discusses in detail the use of inverse and forward kinematics to modify skeletal character animation, with a focus on adapting existing 3D objects to specific project requirements. It highlights the limitations of existing assets and animations when integrating them into new projects. Two main approaches are presented, using the skeleton “wrapping” technique and animation retargeting to solve the problems of modifying existing animations. A practical solution is proposed to achieve the required motion animations without the need to implement a riggin and animation step from scratch. Thus, the proposed methods optimize the animation process to prepare the animation to the required quality and the development efficiency is improved.
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The article discusses in detail the use of inverse and forward kinematics to modify skeletal character animation, with a focus on adapting existing 3D objects to specific project requirements. It highlights the limitations of existing assets and animations when integrating them into new projects. Two main approaches are presented, using the skeleton “wrapping” technique and animation retargeting to solve the problems of modifying existing animations. A practical solution is proposed to achieve the required motion animations without the need to implement a riggin and animation step from scratch. Thus, the proposed methods optimize the animation process to prepare the animation to the required quality and the development efficiency is improved.
Key concepts: Retargeting, Animation, Skeletal animation, Computer science, Inverse kinematics, Character animation, Interactive skeleton-driven simulation, Computer animation