Bob: Sure boss.
Boss: Nice! There's one catch though. The client wants it done "traditionally", that means moving the pixels around to the next pose.
Bob: OoooK? what character do you want me to animate?
Bob: WHAT!! I can't do that! That guy has a TON of pixels to him!
Boss: Well joke's on you cause pixels don't weight anything, and you have two weeks. Have fun!
I hope you liked my little script there but they really did used to animate video games but moving around the pixels so that they formed each sequence of a single movement like a a walk or an attack.
These separate posses would then be placed in a row where they can be loaded one after the other into the game at a fast enough rate that it gave the illusion of movement. This form of animation was known as sprite animation.
it looked something like this |
Though that is not how things would stay. Eventually developers began to make 3D games, and no I don't mean
I mean THIS
LOVE this game!! |
and this
One of the best multiplayer experiences I ever had. |
An alternate method is using morph target animation which is similar to per vertex animation in that it still involves the vertices but uses predetermined sets of positions so all that's needed to display the movements of a model is to linearly interpolate between the set positions which is much less calculation heavy. This method is usually used for facial expression as it allows the artist to create the various facial expressions which the model can them be morphed to as needed but moving the vertices themselves to make each pose for the animation can be quite trouble some so another method is used.
This method called "skinned animation" uses a skeleton to manipulate the model. By attaching the model or "skin" to the skeleton the model moves as the skeleton does. The vertices of the "skin" keep tabs on the movements of the skeleton via its "joints", the areas of the skeleton between the bones that allow it to bend. You know, joints!
That's what your knee looks like on the inside! |
This method also made use of what's called a weight map which is essentially a texture that holds the amount of influence that each joint has in the vertices of the model. When applied, this method allowed the model to move more naturally. This produced results aesthetically pleasing and wasn't computation heavy which made it the most used method of animation today.
Sources
Gregory, Jason.Game Engine Architecture. Boca Raton: CRC Press, 2009.
Gregory, Jason.Game Engine Architecture. Boca Raton: CRC Press, 2009.
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