Animation Programming Basics

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Intro to the basics of animation programming.

Timestamps:
00:00 Stream Start
01:14 Introduction
11:11 Skeletons and Skinning
13:12 Skinning: Deformation Bones
19:22 Skeletons
23:54 Bind Pose vs Reference Pose
26:20 Multi-part Characters
29:36 Skeleton Best Practices
42:46 Animations
52:56 Animation Sampling
56:39 Blending: Coordinate Spaces
01:07:14 Blending: Pose API
01:09:24 Blending: Interpolative and Additive
01:12:31 Blending: Bone Masks
01:16:16 Blending: Global Blend
01:21:12 Root Motion
01:22:47 Root Motion: Characters in Games + Root Bone
01:35:30 Root Motion: Sampling + Blending
01:40:05 Root Motion: More uses
01:43:14 Root Motion: Authoring Best Practices
01:55:04 Code vs Anim Driven
02:02:38 Animation Events
02:13:18 Synchronization
02:22:25 Motion Warping
02:46:49 Questions and Conclusion
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Your videos are solid gold! There are so precious few resources about animation. I personally think that good animation is far more important than good rendering for game enjoyment. It's scary how no one seems to talk about how it works under the hood.

HobokerDev
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I'm not even gonna lie I'm only 10 minutes in and this video is probably way above my paygrade but I'm happy there's people like you out there sharing invaluable knowledge, and for free too! So thanks, keep up the good work.

adygombos
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I cannot thank you enough for doing those videos. There's very little information floating around on any of this, and it's daunting to get up to speed when you become tasked with creating any decent looking AI. I could listen to you talk for the entire day, this is so coherent and informative.

festus
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Finally! Professional information about animation programming! It's so hard to find. Thumbs up, subscribed and comment for good measure

greenmoonmoon
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7:35 it's crazy for how long I know about this book and even have a friend that studied it years ago. In some disciplines there are just no good sources to learn from

thegnosticatheist
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PLEASE MORE VIDEOS ON ANIMATION PROGRAMMING! and a lot of thanks for this <3

emirhan
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Very good and informative talk. Waiting for part 2!

ThePetruccigod
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Thank you so much for walking through these concepts in this type of depth- it's way more insightful than you might think even for some of us with quite a bit of experience already in the field (or peripheral field at least)!

Jopter
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Thanks for this Bobby, really appreciate this very in depth and specialized content.

chuck.leplant
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Thanks for sharing Bobby! Just made it to the end of the three hours! Really awesome content, very interesting to see what's happening on the programming side of things. Looking forward to the next brain dump!

lukeferguson
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I really wanna thank you for these video, it's very helpfull and I hope you will continue, maybe with some special video on IA animation programming. Thank you again for your work.

albertovirzi
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Thank you a lot. It helps a lot to get into animation programming. Keep it up please.

kripergvg
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Thanks for taking the time to make this! Very helpful in todays world where everything is pre-built ( unreal ) and nobody messes with with functionality under the hood. Any chance that you will do a talk on best practices for realistic AI Navigation using Root Motion? I remember you did some GDC talks regarding avoidance and motion planning, it would be great to see if your opinion has changed or if you have discovered anything new in that regard :) The warping and root motion data can be easily used to build path planning and i don't think its that hard to get a prototype going, there are some things that need solving which i don't think much information exists such as how do i simplify my path points enough for planning to work, how to achieve realistic arcs etc.

highflex
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you should write the book. there are at least dozens of us who would buy it.

Bestmannn
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I got stuck on animation when I was learning engine programming b/c I don't have DCC skills. What sample assets and file formats available online for free would you recommend to get a Hello World animation program working?

rationalcoder
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Hi! Thanks for the wonderful video! I have a quick question regarding motion matching and root motion. In motion matching... is it usually the case where the animation dictates how the capsule should move? I'm just wondering because in games utilizing motion matching there are barely any foot sliding... But in that case... how does the character still manage to walk in a straight line that matches user input and not tilt sideways? Does the game code keep track of where the character should be in the case of that input and slightly adjust the character's position? - Nvmd I guess this is the 'anim driven' method that you mentioned in the video

SphealIcecream
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Hello! I would like to ask a question about the mentioned "Ideally build a DCC WYSIWYG pipline for deformation/cloth setups", which meanings for example RBF, implementing a RBF Solver in Maya for editing and previewing, and then implementing a Solver with the same algorithm in engine like Unity or UE, and finally export the data from maya to engine for use?

My English is not very good, please forgive me

RHKOU
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The reference pose is unique, like the bind pose? If I use different "start pose" for ground animations (run, jump, walk etc.) and for in water (swimming, diving etc.) that means I don't have reference pose separately?

gergelymajoros
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The github page is dead. Can you please fix that?

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