To understand Inverse Kinematics, it’s important to understand basic hierarchies and Forward Kinematics. Advanced processing performance enabled animators to use computer-generated skeletons not only to hold segmented characters together, but to actually deform the skins of those characters. ![]() Then PCs became faster and smarter, which allowed game engines to grow faster and smarter too. Without the processing power available today to handle real-time surface deformations, games featured a lot of robots and armor.Īdvanced Processor Performance Enables Computer-generated Skeletons Animated with Inverse Kinematicsįor a while, game developers suffered in silence. ![]() Forget realistically bending an elbow or flexing a muscle-it just wasn’t going to happen. The best animators could hope for was a platform that could handle basic hierarchies, allowing them to position and keyframe all those segments at once. Not long ago, game characters were a lot like shellfish: they were basically piles of rock-hard segments.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |