Introduction
skeletal-animation-system aims to give the user a flexible module for managing skeletal animations across different 3d models and bone groups.
skeletal-animation-system aims to provide a sane API for starting, stopping and interpolating skeletal animations.
It supports blending between your previous and current animation when you switch animations. It also supports splitting your model into different bone groups such as the upper and lower body, allowing you to, for example, play a walking animation for your legs while playing a punch animation for your upper body.
skeletal-animation-system does not maintain an internal state, but instead lets the modules consumer track things such as the current animation and the current clock time.
I use matrices and not dual quaternions
The first versions of skeletal-animation-system uses matrices instead of dual quaternions.
The issue there was that blending matrices can lead to unexpected artifacts.
So we switched to dual quaternions and completely dropped support for matrices.
However, if you use matrices you can still make use of skeletal-animation-system.
- Convert your matrices into dual quaternions once when you first load your model.
- Use
skeletal-animation-systemto determine your pose dual quaternions - Convert your pose dual quaternions back into matrices before each render
- Use your newly created matrices for skinning
The 3rd step here means that you're doing some extra work on the CPU, but this hopefully bridges the gap for you until you can move to dual quaternion based skinning.
This API is still experimental and will evolve as we use it and realize the kinks.
To Install
$ npm install --save skeletal-animation-systemUsage
var animationSystem = require('skeletal-animation-system')
// Parsed using collada-dae-parser or some other parser
var parsedColladaModel = require('./parsed-collada-model.json')
// Keyframe data for all joints.
// @see `github.com/chinedufn/blender-actions-to-json` for an example format
var lowerBodyKeyframes = {...}
var upperBodyKey = {...}
// Convert our joint names into their associated joint index number
// This number comes from collada-dae-parser
// (or your parser of choice)
var upperBodyJointNums = [0, 1, 5, 6, 8]
var lowerBodyJointNums = [2, 3, 4, 7, 9]
// Our options for animating our model's upper body
var upperBodyOptions = {
currentTime: 28.24,
jointNums: upperBodyJointsNums,
blendFunction: function (dt) {
// Blend animations linearly over 2.5 seconds
return 1 / 2.5 * dt
},
currentAnimation: {
keyframes: currentAnimKeyframes,
startTime: 25
},
previousAnimation: {
keyframes: previousAnimKeyframes,
startTime: 24.5
}
}
// Our options for animating our model's lower body
var lowerBodyOptions = {
currentTime: 28.24,
jointNums: lowerBodyJointNums,
currentAnimation: {
keyframes: currentAnimKeyframes,
startTime: 24.3,
noLoop: true
}
}
var interpolatedUpperBodyJoints = animationSystem
.interpolateJoints(upperBodyOptions).joints
var lowerBodyData = animationSystem
.interpolateJoints(lowerBodyOptions)
var interpolatedLowerBodyJoints = lowerBodyData.joints
console.log(lowerBodyData.currentAnimationInfo)
// => {lowerKeyframeNumber: 5, upperKeyframeNumber: 6}
// You now have your interpolated upper and lower body dual quaternions (joints).
// You can pass these into any vertex shader that
// works with dual quaternions
// If you're just getting started and you still need matrices you
// can convert these into matrices using dual-quat-to-mat4
// @see https://github.com/chinedufn/dual-quat-to-mat4Tutorials
WebGL Skeletal Animation Sound Effects Tutorial
WebGL Skeletal Animation Tutorial
API
animationSystem.interpolateJoints( options ) -> Object
options
Optional
Type: object
// Example overrides
var myOptions = {
// TODO:
}
interpolatedJoints = animationSystem.interpolateJoints(myOptions)currentTime
Type: Number
Default: 0
The current number of seconds elapsed. If you have an animation an loop, this will typically be the sum of all of your loops time deltas
// Example of tracking current time
var currentTime = 0
function animationLoop (dt) {
currentTime += dt
}keyframes
Type: Object
Default: {}
jointNums
Type: Array
An array of joint indices that you would like to interpolate.
Say your model has 4 joints. To interpolate the entire model you would pass in [0, 1, 2, 3]. To only interpolate two of the joints you might pass in [0, 2], or any desired combination.
These joint indices are based on the order of the joints in your keyframes
blendFunction
Type: Function
Default: Blend linearly over 0.2 seconds
A function that accepts a time elapsed in seconds
and returns a value between 0 and 1.
This returned value represents the weight of the new animation.
function myBlendFunction (dt) {
// Blend the old animation into the new one linearly over 5 seconds
return 0.2 * dt)
}currentAnimation
Type: Object
An object containing parameters for the current animation
If you supply a previous animation your current animation will be
blended in using your blendFunction
var currentAnimation = {
keyframes: {0: [..], 1.66666: [...]}
startTime: 10
}currentAnimation.keyframes
Type: Array
{
"0": [
[1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]
],
"1.33333": [
[1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 2, 1],
[1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 2, 1],
[1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 5, 1]
]
}Pose matrices for each joint in the model, organized by the animation time (0 and 1.33333 are seconds)
currentAnimation.startTime
Type: Number
The time in seconds that your current animation was initiated. This gets compared with
the currentTime in order to interpolate your joint data appropriately.
currentAnimation.noLoop
Type: Boolean
Whether or not your animation should loop. For example, let's say you are 13 seconds into a 4 second animation.
If noLoop === true then you will be playing the frame at the 4th second.
If noLoop === false then you will be playing the frame at the 1st second.
previousAnimation
An object containing parameters for the previous animations.
Your previous animation gets blended out using your blendFunction
while your current animation gets blended in.
Type: Object
previousAnimation.keyframes
Type: Array
{
"0": [
[1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]
],
"1.33333": [
[1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 2, 1],
[1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 2, 1],
[1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 5, 1]
]
}Pose matrices for each joint in the model, organized by the animation time (0 and 1.33333 are seconds)
previousAnimation.startTime
Type: Number
The time in seconds that your previous animation was initiated. This is used in order to blend in the current animation.
Returned data
// Example
{
joints: [...],
currentAnimationInfo: {
lowerKeyframeNumber: 0,
upperKeyframeNumber:: 1
}
}See Also
References
- Anatomy of a skeletal animation system part 1, part 2 and part 3
- Dual-Quaternions - From Classical Mechanics to Computer Graphics and Beyond
License
MIT