Difference between revisions of "Category:Animations"
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Animations can move parts of a mesh or a complete mesh, the two different animations used in Oblivion uses [http://en.wikipedia.org/wiki/Skeletal_animation skeletal] and [http://en.wikipedia.org/wiki/Morph_target_animation morph target] animations. The latter is mainly used in heads of creatures and can't be created with the tools currently available. Skeletal animations use bones, instead of animating individual [[vertices]], the vertices are assigned to one or more bones and then the bones are animated. | Animations can move parts of a mesh or a complete mesh, the two different animations used in Oblivion uses [http://en.wikipedia.org/wiki/Skeletal_animation skeletal] and [http://en.wikipedia.org/wiki/Morph_target_animation morph target] animations. The latter is mainly used in heads of creatures and can't be created with the tools currently available. Skeletal animations use bones, instead of animating individual [[Glossary#V|vertices]], the vertices are assigned to one or more bones and then the bones are animated. | ||
Animations are either combined with the mesh in a [[Glossary#N|Nif]] file or in a separate [[Glossary#K|kf file]] for actors. | Animations are either combined with the mesh in a [[Glossary#N|Nif]] file or in a separate [[Glossary#K|kf file]] for actors. |
Revision as of 19:52, 5 June 2008
Animations can move parts of a mesh or a complete mesh, the two different animations used in Oblivion uses skeletal and morph target animations. The latter is mainly used in heads of creatures and can't be created with the tools currently available. Skeletal animations use bones, instead of animating individual vertices, the vertices are assigned to one or more bones and then the bones are animated.
Animations are either combined with the mesh in a Nif file or in a separate kf file for actors.
See Also
Pages in category "Animations"
The following 6 pages are in this category, out of 6 total.