Difference between revisions of "Category:Animations"

359 bytes added ,  12:26, 15 August 2009
link to sample anim data I have started compiling
imported>Qazaaq
(New page: 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 creat...)
 
imported>TheMagician
(link to sample anim data I have started compiling)
 
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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 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 [[Nif]] file or in a separate 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.


==See Also==
==See Also==
*[[:Category:Meshes]]
*[[:Category:Meshes]]
*[[:Category:Animation Functions]]
*[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]]
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