Animation Systems

Skinned animation is the most prevalent technique in use today.

A Skeleton is constructed from rigid "joints". A smooth continuous triangle mesh called a Skin is bound to the joints of the skeleton. The Skin's vertices track and move along with the joints of the Skeleton. Each vertex can be weighted to multiple joints.

Skeleton

A skeleton is made up of a hierarchy of joints. In storage, they are effectively a n-tree of joints, where one joint is selected as the root.

When a joint is moved or transformed, its children also follow. For example, the pelvis of a humanoid character might be the root.

In code, a Skeleton is usually implemented as a 1-dimensional array of joints where joints are guaranteed to occur before their child joints.

Joints refer to other joints and mesh vertices refer to joints using joint indices to query into the Skeleton array.


#![allow(unused)]
fn main() {
type JointIndex = usize;

struct Joint {
    inverse_bind_pose: Matrix44,
    debug_name: String,
    parent_joint: JointIndex,
}

struct Skeleton {
    joint_count: u32,
    joints: Vec<Joint>
}
}

Posing

A Skeleton is posed by rotating, translating and possible scaling its joints in arbitrary ways. The Pose of a single joint is defined as that joint's position, orientation, and scale, relative to some frame of reference. For each joint, this is usually represented in a transform 4x4 matrix or a 4x3 matrix, or a SRT structure, which contains a scale, quaternion, and vector translation.

A single Pose is an array of these matrices/SRT structures. The array should be teh same length as the Skeleton, since it has a 1:1 mapping of joints to their pose.


#![allow(unused)]
fn main() {
struct JointPose {
    scale: Vector4,
    rotation: Quaternion,
    translation: Vector4,
}

struct SkeletonPose<'a> {
    skeleton: &'a Skeleton,
    local_pose: Vec<&'a JointPose>
}
}

Bind Pose

The "Bind Pose", aka "Reference Pose", aka "Rest Pose", aka "T-Pose" is the pose of the 3D mesh prior to being bound to the Skeleton. This means that this is the pose that the mesh would assume if it were rendered as a regular, unskinned triangle mesh without any skeleton at all.

Joint Space

The frame of reference for each pose is usually with respect to the joint's parent joint. When done this way, the SRT structure usually is the data structure of choice for the Pose.

The local joint pose is specified relative to the joint's immediate parent. When the joint pose transform \(P_j\) is applied to a point or vector that is expressed in the coordinate system of the joint \(j\), the result is that same point or vector expressed in the sapce of the parent joint.

Since a joint pose takes points and vectors from the child joint's space to that of its parent joint, we can write it as \(\left(P_{C \rightarrow P}\right)_j\).

Joint to Model Space

To get the model-space pose of a joint, you can start at the joint in question, then walk all the way up to the root, multiplying the local poses as we go. The parent space of the root joint should be the model-space.


#![allow(unused)]
fn main() {
struct SkeletonPose<'a> {
    skeleton: &'a Skeleton,
    local_poses: Vec<&'a JointPose>,
    global_poses: Vec<&'a Matrix44>
}
}

Clips

An animation clip is a a set of fine-grained motions. Each clip causes the object to perform a single well-defined action.

  • Some clips are designed to be looped.
  • Some clips are designed to be played once.
  • Some clips affect the entire body of the character (like jumping).
  • Some clips only affect a part of the body.

Local Clip Time

Every animation clip has a local timeline, where we define time \(t\) such that \(0 \ge t \ge T\), where \(T\) is the entire duration of the clip.

Key frames

Animators typically only specify a set of key frames at specific times within the clip, then the engine interpolations between key frames via linear or curve-based interpolation.

Animations can be time-scaled to run faster or slower. A negative time scale will play the animation in reverse.

Overall, typical time units are in samples of \(\frac{1}{30}\) or \(\frac{1}{60}\) of a second for game animation.

Techniques

Normalized Time

When you want to cross fade between two different animations of different durations, it can be useful to specify a normalized time of \(u\) that goes from 0 to 1. Two different animations can be mapped to this normalized time space, then cross faded to switch between animations.

Global Timeline

Every character that can be animated has a concept of its "global timeline" \(\tau\), which is defined as \(t = 0\) when it is first spawned in the game.

Playing an animation clip is mapping that clip's timeline onto the character's global timeline.

  • Looping means laying down an infinite number of copies ontot he global timeline.
  • Scaling the local timeline bigger means it lasts longer.
  • Scaling the local timeline shorter means it goes by more quickly.
  • You can even scale it negatively.

To map a local timeline of a clip onto a character's global timeline, you need:

  • Global start time \(\tau_{\text{start}}\).
  • Playback rate \(R\).
  • Duration \(T\).
  • Repetition count \(N\)

\[ t = \left(\tau - \tau_{\text{start}}\right) R \] \[ \tau = \tau_{\text{start}} + \frac{1}{R} t \]

Animation System

An animation system for a single character can either store local clocks for each clip or store one global clock with the \(\tau_{\text{start}}\) recorded for each clip. Using that information we can figure out the \(t\) variable for each animation.

Global clocks can make it easier to map animation clips to a timeline, which helps for synchronization.


#![allow(unused)]
fn main() {
struct JointPose {
    scale: Vector4,
    rotation: Quaternion,
    translation: Vector4,
}

struct AnimationSample<'a> {
    joint_poses: Vec<&'a JointPose>
}

struct AnimationClip<'a> {
    skeleton: &'a Skeleton,
    frames_per_second: f32,
    frame_count: u32,
    animation_samples: Vec<&'a AnimationSample<'a>>,
    is_looping: bool,
}
}

The JointPose struct contains the "channels" relevant to an animation. Some game engines allow there to be meta information in addition to the SRT information shown above.

  • For example, at a specific point in the animation, you may want the Animation System to queue a new event (like playing a sound or creating a hit box)
  • You may want to store information regarding different texture coordinates that you'd want to be in sync with the animation.

A Common Setup


#![allow(unused)]
fn main() {
struct Vertex {
    position: Vector3,
    normal: Vector3,
    texture_coordinates: Vector2,
    joint_indices: Vec<usize>,
    joint_weight: Vec<f32>
}

struct Mesh {
    vertex_indices: Vec<usize>,
    /// Meshes own many Vertexes,
    /// each Vertex belongs to one and only one Mesh.
    vertices: Vec<Vertex>,
    /// Skeletons own many Meshes,
    /// Each mesh belongs to one and only one Skeleton.
    skeleton: usize
}

struct SkeletonJoint {
    debug_name: String,
    /// This is a pointer to another SkeletonJoint,
    /// referencing its parent index.
    parent_index: usize,
    inverse_bind_pose: Matrix44,
}

struct Skeleton {
    unique_id: u32,
    joint_count: u32,
    /// Skeleton owns many SkeletonJoints
    /// Each SkeletonJoint belongs to one and only one Skeleton
    joints: Vec<SkeletonJoint>
}

struct SRT {
    /// Can also be a scalar f32
    scale: Vector3,
    rotation: Quaternion,
    translation: Vector3,
}

struct AnimationPose {
    /// AnimationPoses own many SRT per joint.
    poses: Vec<SRT>
}

struct AnimationClip {
    name_id: u32,
    duration: f32,
    pose_samples: Vec<AnimationPose>,
    /// AnimationClips belong to one and only one skeleton_id.
    skeleton_id: u32, 
}
}

Animation Pipelines

For every animating object in the game, the animation pipeline must take one or more animation clips and corresponding blending factors, performs the blending process, then generates a single local skeletal pose as output.

  1. Clip decompression and pose extraction
    • Each individual's clip's data is decompressed and a static pose is extracted for a given time index.
    • Output: A local skeletal pose for each input clip. This pose could either be a full-body pose (all joints), a partial pose, or a difference pose (for additive blending).
  2. Pose blending
    • All input poses are combined via full-body LERP, partial-skeleton LERP, and/or additive blending.
    • Output: A single local pose for all joints in the skeleton. If only one animation clip is being used, then this would be the same as the output of step 1.
  3. Global pose generation
    • The input pose is walked, the joint poses are concatenated to generate a global pose for the skeleton.
    • Output: a global pose for the skeleton.
  4. Post-processing
    • Input: local poses and/or global poses
    • We can perform inverse-kinematics, rag doll physics or other adjustments at this point.
    • Output: local poses and/or global poses
  5. Recalculation of global poses
    • If the post-processing step required a global pose, the adjustments may have transformed them in a way that we would need to repeat step 3 and walk the skeletal hierarchy to regenerate the global poses.
    • Output: final global pose and/or final local pose
    • Gameplay systems may be very interested in using these global poses.
  6. Matrix palette generation
    • Each joint's global pose matrix is multiplied by the corresponding inverse bind pose matrix.
    • Output: A palette of skinning matrices suitable for input to the rendering engine.