Intermediate Topic 29 of 49 Graphics, Vision & Media
Skeletal Animation
Moving a mesh by deforming an underlying skeleton.
How it works
Skeletal animation deforms a mesh using a hierarchy of bones, a skeleton. Each vertex stores weights linking it to a few bones, and in linear blend skinning, its final position is the weighted sum of the positions it would have under each bone's transformation relative to the bind pose. Animators or motion capture provide keyframes for bone rotations, which are interpolated, with quaternions, and blended between clips. Inverse kinematics lets a chain reach targets, such as a foot on the ground, and blend trees or state machines drive characters.
Where it is used
Characters and creatures in games and films, avatars in virtual reality and motion-capture-driven performances use skeletal animation.
Common pitfall
Linear blend skinning causes volume loss and candy-wrapper twisting at joints, so use dual quaternions, corrective blend shapes or more bones. Wrong bone weights stretch geometry. Hierarchy and bind pose mismatches break retargeting between characters. Limit the number of influences per vertex for performance, and test extreme poses.
Where it fits in the course
Skeletal Animation is topic 29 of 49 in Graphics, Vision & Media, rated Intermediate. It follows Mesh Simplification. The next topic is Physics Engines.
Practice and explore
- Open the interactive lesson, with a mini quiz.
- Take the Graphics, Vision & Media quiz.
How to study this topic
- Read the explanation above and restate the definition in your own words.
- Open the interactive lesson and answer its mini quiz.
- Read the common pitfall, then write a short example that avoids it.
- Check your understanding in the Graphics, Vision & Media quiz, and revisit the topic if you miss a question.
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Related topics
- Mesh Simplification (Graphics, Vision & Media)
- Physics Engines (Graphics, Vision & Media)
- Bézier Curves and Splines (Graphics, Vision & Media)
- Procedural Generation (Graphics, Vision & Media)