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Skeletal animation

Skeletal animation is a computer science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Skeletal animation rather than just read about it. In short: Skeletal animation or rigging is a technique in computer animation in which a character (or other articulated object) is represented in two parts: a polygonal or parametric mesh representation of the surface of the object, and a hierarchical set of interconnected parts (called joints or bones, and collectively forming the skeleton), a virtual armature used to animate (pose and keyframe) the mesh. While this techniqu…

Skeletal animation — main illustration
Skeletal animation — illustration

Key takeaways

  • Skeletal animation belongs to computer science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Skeletal animation to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Skeletal animation from memory before moving on to harder problems.

Reference excerpt

Skeletal animation or rigging is a technique in computer animation in which a character (or other articulated object) is represented in two parts: a polygonal or parametric mesh representation of the surface of the object, and a hierarchical set of interconnected parts (called joints or bones, and collectively forming the skeleton), a virtual armature used to animate (pose and keyframe) the mesh. While this technique is often used to animate humans and other organic figures, it only serves to make the animation process more intuitive, and the same technique can be used to control the deformation of any object—such as a door, a spoon, a building, or a galaxy. When the animated object is more general than, for example, a humanoid character, the set of "bones" may not be hierarchical or interconnected, but simply represent a higher-level description of the motion of the part of mesh it is influencing. The technique was introduced in 1988 by Nadia Magnenat Thalmann, Richard Laperrière, and Daniel Thalmann. This technique is used in virtually all animation systems where simplified user interfaces allow animators to control often complex algorithms and a huge amount of geometry; most notably through inverse kinematics and other "goal-oriented" techniques.

Technique As described in an instructional article by Josh Petty:

Rigging is making our characters able to move. The process of rigging is we take that digital sculpture, and we start building the skeleton, the muscles, and we attach the skin to the character, and we also create a set of animation controls, which our animators use to push and pull the body around. This technique constructs a series of bones (which need not correspond to any real-world anatomical feature), sometimes also referred to as rigging in the noun sense. Each bone has a three-dimensional transformation from the default bind pose (which includes its position, scale and orientation), and an optional parent bone. The bones therefore form a hierarchy. The full transform of a child node is the product of its parent transform and its own transform. So moving a thigh-bone will move the lower leg too. As the character is animated, the bones change their transformation over time, under the influence of some animation controller. A rig is generally composed of both forward kinematics and inverse kinematics parts that may interact with each other. Skeletal animation is referring to the forward kinematics part of the rig, where a complete set of bone configurations identifies a unique pose. Each bone in the skeleton is associated with some portion of the character's visual representation (the mesh) in a process called skinning. In the most common case of a polygonal mesh character, the bone is associated with a group of vertices; for example, in a model of a human being, the bone for the thigh would be associated with the vertices making up the polygons in the model's thigh. Portions of the character's skin can normally be associated with multiple bones, each one having a scaling factor called vertex weights, or blend weights. The movement of skin near the joints of two bones, can therefore be influenced by both bones. In most state-of-the-art graphical engines, the skinning process is done on the GPU by a shader program. For a polygonal mesh, each vertex can have a blend weight for each bone. To calculate the final position of the vertex, a transformation matrix is created for each bone which, when applied to the vertex, first puts the vertex in bone space then puts it back into mesh space. After applying a matrix to the vertex, it is scaled by its corresponding weight. This algorithm is called matrix-palette skinning or linear-blend skinning, because the set of bone transformations (stored as transform matrices) form a palette for the skin vertex to choose from.

Benefits and drawbacks

Strengths A bone represents a set of vertices (or some other object which represents something, such as a leg), The animator needs to control fewer characteristics of the model, The animator can focus on the large-scale motion, Bones are independently movable. An animation can be defined by simple movements of the bones, instead of vertex by vertex (in the case of a polygonal mesh).

Weaknesses A bone can only represent a set of vertices (or some other precisely defined object), and is not more abstract or conceptual. Does not provide realistic muscle movement and skin motion. Possible solutions to this problem: Special muscle controllers attached to the bones. Consultation with physiology experts, to increase accuracy of musculoskeletal realism with more thorough virtual anatomy simulations.

Applications Skeletal animation is the standard way to animate characters or mechanical objects for a prolonged period of time. It is commonly used by video game artists and in the film industry, and can also be applied to mechanical objects and any other objects made up of rigid elements and joints. Performance capture (or motion capture) can speed up the process of skeletal animation, as well as increasing the level of realism. Rigs may be driven by ragdoll physics which automatically calculate physics of motion and resistance with skeletal frames. Virtual anatomy properties such as weight of limbs, muscle reaction, bone strength, and joint constraints may be added for realistic bouncing, buckling, fracture, and tumbling effects. Some popular software packages within which rigs may be created include Blender, Autodesk Maya, SideFX Houdini, Autodesk 3ds Max, Maxon Cinema 4D, Unreal Engine, and many others.

See also 3D computer graphics Morph target animation Interactive skeleton-driven simulation Cutout animation

References

Illustrations

Skeletal animation: Joints or bones (in green) used to pose a hand.  In practice, the joints themselves are often hidden and replaced by more user-friendly objects or simply toggled invisible.  In this example from the open source project Blender, these "handles" (in blue) have been scaled down to bend the fingers.  The joints are still controlling the deformation, but the animator only sees the handles.
Joints or bones (in green) used to pose a hand. In practice, the joints themselves are often hidden and replaced by more user-friendly objects or simply toggled invisible. In this example from the open source project Blender, these "handles" (in blue) have been scaled down to bend the fingers. The joints are still controlling the deformation, but the animator only sees the handles.

Worked examples

Example 1 — a first encounter with Skeletal animation

Start with the simplest possible case. Write down what Skeletal animation claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In computer science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Skeletal animation before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Skeletal animation ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Skeletal animation

In research
Skeletal animation appears in computer science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Skeletal animation in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Skeletal animation is common in secondary-school and first-year university syllabi. It links to neighbouring topics 3D computer graphics, Anatomical simulation, Animation techniques, so understanding it makes those chapters shorter.
In everyday life
Look for Skeletal animation outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.
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How to study Skeletal animation in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Skeletal animation means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Skeletal animation out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Skeletal animation in simple terms?

Skeletal animation or rigging is a technique in computer animation in which a character (or other articulated object) is represented in two parts: a polygonal or parametric mesh representation of the surface of the object, and a hierarchical set of interconnected parts (called joints or bones, and…

Why does Skeletal animation matter?

Because it connects several computer science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Skeletal animation?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Skeletal animation.

Tags

  • 3D computer graphics
  • Anatomical simulation
  • Animation techniques
  • Computer animation
  • Computer graphic techniques

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