ABSTRACT

This chapter discusses various ways to edit skeletal data, that is, data that's rotational in nature. The skeletal editing techniques include retargeting, blending, inverse kinematics, floor contact, rigid body, looping, and poses. If multiple capture subjects who interact with each other are captured together, retargeting must be done without scaling source skeletons or with scaling them all using the same scaling factor. Blending takes the rotations of the corresponding joints in a pair of skeletons and interpolates them. In inverse kinematics, the animator specifies only the positions of the end effectors. One of the most commonly used motions, especially in video games, is the motion loop. The chapter also discusses a few simple preparations that are useful when dealing with video game motions. The motion loop is used for large character simulations that are formulated like a video game. Game engines have certain ways of compiling elements together as specified by the hardware and software.