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Take a walk in the park, swing by the mall, or just get down to your local grocery store. Either way you're bound to see one of them: people walking around with their faces sticking out into thin air. It's not just an interesting oddity that makes the world go 'round. It's not “just for fun”, either. It's actually a great way of exploring facial morphology and structure through animation! This blog post is going to cover the basics of skeletal animation in spine2d . These basics can be used to animate any number of different facial structures – hair, skin – even clothing! In fact there are a few things here that might also be useful for non-animation purposes as well. Animation has been around as long as mankind has been able to think about it. It started with simple drawings of the human form moving, but soon began evolving into an actual way of representing motion. At one point in our history it actually became a staple of physics . We quickly learned that a stick figure drawing wasn't enough to determine the physics and motion of a body. That being said, it seems we have finally come up with a good way of animating humans again: spine2d . So what is spine2d ? It's an open-source, free-as-in-beer, 2D skeletal animation tool developed by Yehonatan Sol of NaturalMotion. The library takes care of all the math and calculations needed for creating simple, but fluid animations. spine2d allows you to simply create bones, attach joints between them, and then move each joint independently. Although you can accomplish some basic animations this way, there are some limitations that can get in your way. Here are a few of the major limitations. Limitation 1: In 2D there is no notion of rotation. If you try to rotate a bone or joint it will translate [move sideways] instead. There is a way around this using the quaternion class from openFrameworks, but that's not going to be covered in this article. Here is an example of a typical spine2d problem: Even though the bone is rotating the joints don't move with it because there is no notion of rotation in 2D space. This means that you have to create a nested structure of bones and joints to get any future movement out of your joints. This is where I'm going to get into the nitty gritty of the spine2d bone structure. It's important that you understand this structure if you want to get the most out of spine2d . Without this knowledge you will get stuck along the way. Limitation 2: There is no notion of hierarchy. This means that there is no way to tell spine2d what bone or joint should be moved when it comes down to animating an arm or leg for example. The solution for this, like limitation 1, is once again created by nesting bones and joints. This time though, the hierarchy makes sense in 3D space (where it should belong) instead of 2D space (where it doesn't). cfa1e77820
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