Game Development Reference
In-Depth Information
-14-
Dynamic Secondary Skin
Deformations
Benjamin J. Block
14.1
Introduction
Animation in computer games is all about aesthetics. If an animation technique is
visually pleasing, it is a good technique.
In current games, animation is still mostly generated procedurally or by in-
terpolation between keyframes. These approaches are computationally cheap and
easy to implement. In character animation, bone models ( Figure 14.1 ( left)) are
used to ease the creation of realistic motion. Much effort has been put into de-
veloping different skinning techniques to produce surface vertex positions from
Figure 14.1. From left to right: a bone model, a skeleton-driven (kinematically deformed)
mesh, and an animated mesh with secondary, dynamic deformation. Derivation from the
primary positions is indicated by a white color (see Color Plate XIII).
 
 
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