Difference between revisions of "Category:Animations"

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imported>Wrye
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imported>TheMagician
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==See Also==
==See Also==
*[[:Category:Meshes]]
*[[:Category:Meshes]]
*[[:Category:Animation Functions]]
*[http://en.wikipedia.org/wiki/Computer_animation Computer Animation @ Wikipedia]
*[http://en.wikipedia.org/wiki/Computer_animation Computer Animation @ Wikipedia]
*[http://www.truancyfactory.com/animdata.html Sample bone priority and text key data for animations]


[[Category:Graphics]]
[[Category:Graphics]]

Latest revision as of 11:26, 15 August 2009

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[edit | edit source]

Subcategories

This category has only the following subcategory.

A

Pages in category "Animations"

The following 6 pages are in this category, out of 6 total.