Animation Tech Intro Part 2: Compression

You can think of animation as a sequence of poses. In the last post, I explained skinning and how to apply poses to the character. So how can we set this character in motion, and how do we store the animation data itself? In Blender (or any other 3D software), the animation is a sequence of keys interpolated in a […]

Animation Tech Intro Part 1: Skinning

When I first entered the world of animation programming, I took some things for granted. There’s skinning to animate the mesh. Animation blending to mix different animations. Physics, like pendulum equations to simulate clothing details and hair strands. But I never put much more thought into these. It’s something that I use day-to-day to build visuals, but never really had […]