Tuesday, June 28, 2011

One Bone to Rule them all

In 3d characters and creatures have an invisible node or bone that is often called the root (the hierarchy of bones it controls is like a tree). This root node is used by programmers and movement is applied to it to drive and control  a character around the 3d world. The root might be on the ground (then called a ground bone) or in a position at the creature or characters centre of mass or centre of gravity. Centre of mass is basically the point the whole thing might balance or turn around as opposed to the visual centre or middle. Generally character is positioned about the root bone or ground bone for ease of movement and turning (in the most visually agreeable way).
Long  horizontal animals and creatures or things with long tails say can be a problem when turning.
(Turning 4 footed creatures on the spot can be tricky/time consuming to make look good, 'driving' 'creatures around to make them turn places a burden on computing and pathfinding you might not want.)

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