Game Development Reference
In-Depth Information
There are a number of ways a skeletal structure can be specified for animation.
The Humanoid Animation Working Group ( http://www.h-anim.org ) is an
international project with the goal of providing a standard profile for a humanoid
skeleton so it can be used consistently across a number of applications.
A partial view of the standard is illustrated in Figure 3.11 . This makes the process
of swapping characters in and out of games and virtual environments more
streamlined. Imagine being able to take your favorite character from Halo
and using it in The Sims . This of course would not work; however, if both
games used the same rules of the H-Anim specification it would.
FIG 3.11 A partial view of the
H.Anim project's specifications for a
humanoid skeletal hierarchy showing
minimal joints.
skull
I_clavicle
skullbase
I_scapula
I_shoulder
I_upperarm
spine
I_elbow
I_forearm
I_wrist
I_hand
HumanoidRoot
sacroiliac
pelvis
I_hip
I_thigh
I_knee
I_calf
I_ankle
I_foot
Search Nedrilad ::




Custom Search