A screenshot from #link("https://play0ad.com/media/screenshots/")[0.A.D.]. The 2D UI Overlay is marked green. Buildings, People, Animals, Ground, Trees, and everything else are 3D models.
A screenshot from #link("https://play0ad.com/media/screenshots/")[0.A.D.]. The 2D UI Overlay is marked green. Buildings, People, Animals, Ground, Trees, and everything else are 3D models.
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@@ -70,9 +71,9 @@ which heavily restricts how complex graphics can be.
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@@ -70,9 +71,9 @@ which heavily restricts how complex graphics can be.
For unanimated objects, this is sufficient.
For unanimated objects, this is sufficient.
For animated objects we need some more components.
For animated objects we need some more components.
First, we add bones to the model.
First, we add bones to the model (this process is called _rigging_).
Then we say for each combination of bone and vertex,
Then we say for each combination of bone and vertex,
how much a change in the bone position should influence the position of that vertex (this process is called skinning).
how much a change in the bone position should influence the position of that vertex (this process is called _skinning_).
Then for each point and each keyframe, we say what position the bone is in that frame.
Then for each point and each keyframe, we say what position the bone is in that frame.
This way of animation is called _skeletal animation_.
This way of animation is called _skeletal animation_.
If the relative position between bones is fixed, the connection is called a _joint_.
If the relative position between bones is fixed, the connection is called a _joint_.