Skeletal animation is a technique in computer graphics for animating characters or objects by using a skeleton structure. This method allows for more realistic and complex animations, as it mimics the way bones and joints work in real life. In this section, we will cover the basics of skeletal animation, how to implement it in DirectX, and provide practical examples and exercises.

Key Concepts

  1. Skeleton Structure: A hierarchical set of bones (or joints) that define the structure of the character.
  2. Skinning: The process of attaching the character's mesh to the skeleton so that the mesh deforms according to the skeleton's movements.
  3. Bone Weights: Values that determine how much influence each bone has on a particular vertex of the mesh.
  4. Animation Data: Keyframes or transformations that define the movement of each bone over time.

Steps to Implement Skeletal Animation

  1. Define the Skeleton

A skeleton is typically defined as a hierarchy of bones. Each bone has a parent (except the root bone) and can have multiple children. The bones are usually represented by transformation matrices that define their position, rotation, and scale.

struct Bone {
    std::string name;
    int parentIndex;
    DirectX::XMMATRIX offsetMatrix;
    DirectX::XMMATRIX finalTransformation;
};

  1. Load the Skeleton and Animation Data

Skeleton and animation data are usually loaded from a file format such as FBX or COLLADA. For simplicity, we will assume that the data is already available in a suitable format.

std::vector<Bone> skeleton;
std::vector<AnimationClip> animationClips;

  1. Skinning the Mesh

Skinning involves attaching the mesh vertices to the bones. Each vertex is influenced by one or more bones, and this influence is determined by bone weights.

struct Vertex {
    DirectX::XMFLOAT3 position;
    DirectX::XMFLOAT3 normal;
    DirectX::XMFLOAT2 texCoord;
    int boneIndices[4];
    float boneWeights[4];
};

  1. Update Bone Transformations

During each frame, the bone transformations are updated based on the current animation time. This involves interpolating between keyframes and applying the transformations to the bones.

void UpdateBoneTransformations(float animationTime) {
    for (auto& bone : skeleton) {
        // Calculate the transformation for the current bone
        DirectX::XMMATRIX boneTransformation = CalculateBoneTransformation(bone, animationTime);
        
        // Combine with the parent's transformation
        if (bone.parentIndex >= 0) {
            bone.finalTransformation = boneTransformation * skeleton[bone.parentIndex].finalTransformation;
        } else {
            bone.finalTransformation = boneTransformation;
        }
    }
}

  1. Apply Bone Transformations to the Mesh

Finally, the bone transformations are applied to the mesh vertices to deform the mesh according to the skeleton's movements.

void ApplyBoneTransformations(std::vector<Vertex>& vertices) {
    for (auto& vertex : vertices) {
        DirectX::XMVECTOR skinnedPosition = DirectX::XMVectorZero();
        for (int i = 0; i < 4; ++i) {
            if (vertex.boneWeights[i] > 0.0f) {
                DirectX::XMMATRIX boneTransform = skeleton[vertex.boneIndices[i]].finalTransformation;
                skinnedPosition += DirectX::XMVector3Transform(XMLoadFloat3(&vertex.position), boneTransform) * vertex.boneWeights[i];
            }
        }
        XMStoreFloat3(&vertex.position, skinnedPosition);
    }
}

Practical Example

Let's put everything together in a simple example. We will create a basic skeleton with two bones and animate it.

Example Code

#include <DirectXMath.h>
#include <vector>
#include <string>

struct Bone {
    std::string name;
    int parentIndex;
    DirectX::XMMATRIX offsetMatrix;
    DirectX::XMMATRIX finalTransformation;
};

struct Vertex {
    DirectX::XMFLOAT3 position;
    DirectX::XMFLOAT3 normal;
    DirectX::XMFLOAT2 texCoord;
    int boneIndices[4];
    float boneWeights[4];
};

std::vector<Bone> skeleton;
std::vector<Vertex> vertices;

DirectX::XMMATRIX CalculateBoneTransformation(const Bone& bone, float animationTime) {
    // For simplicity, we will just return an identity matrix
    return DirectX::XMMatrixIdentity();
}

void UpdateBoneTransformations(float animationTime) {
    for (auto& bone : skeleton) {
        DirectX::XMMATRIX boneTransformation = CalculateBoneTransformation(bone, animationTime);
        if (bone.parentIndex >= 0) {
            bone.finalTransformation = boneTransformation * skeleton[bone.parentIndex].finalTransformation;
        } else {
            bone.finalTransformation = boneTransformation;
        }
    }
}

void ApplyBoneTransformations(std::vector<Vertex>& vertices) {
    for (auto& vertex : vertices) {
        DirectX::XMVECTOR skinnedPosition = DirectX::XMVectorZero();
        for (int i = 0; i < 4; ++i) {
            if (vertex.boneWeights[i] > 0.0f) {
                DirectX::XMMATRIX boneTransform = skeleton[vertex.boneIndices[i]].finalTransformation;
                skinnedPosition += DirectX::XMVector3Transform(XMLoadFloat3(&vertex.position), boneTransform) * vertex.boneWeights[i];
            }
        }
        XMStoreFloat3(&vertex.position, skinnedPosition);
    }
}

int main() {
    // Initialize skeleton and vertices
    // ...

    float animationTime = 0.0f;
    while (true) {
        UpdateBoneTransformations(animationTime);
        ApplyBoneTransformations(vertices);
        // Render the mesh
        // ...
        animationTime += 0.016f; // Advance time
    }

    return 0;
}

Exercises

  1. Exercise 1: Extend the example to load skeleton and animation data from a file.
  2. Exercise 2: Implement interpolation between keyframes for smoother animations.
  3. Exercise 3: Add support for more complex skeletons with multiple bones and hierarchical structures.

Solutions

Exercise 1: Use a library like Assimp to load skeleton and animation data from common file formats.

Exercise 2: Implement linear interpolation (LERP) or spherical linear interpolation (SLERP) for bone transformations.

Exercise 3: Modify the Bone structure to support multiple children and update the transformation logic accordingly.

Conclusion

In this section, we covered the basics of skeletal animation, including defining a skeleton, skinning a mesh, updating bone transformations, and applying these transformations to the mesh. By understanding these concepts and implementing the provided example, you should now be able to create more realistic and complex animations in DirectX. In the next section, we will explore morph target animation, another powerful technique for animating characters.

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