Difference between revisions of "Category:Animations"

11 bytes added ,  20:52, 5 June 2008
glossary link
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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.
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