Keyframe and Skeletal Animation
Keyframe animation specifies motion at selected times and interpolates between them, and skeletal animation drives a character's surface through an underlying hierarchy of bones.
Definition
Keyframe animation interpolates scene parameters between artist-set key poses, and skeletal animation deforms a character mesh according to the pose of a hierarchical bone structure.
Scope
This topic covers interpolation of positions and orientations including quaternion interpolation of rotations, articulated skeletons and forward kinematics, skinning that binds a mesh to bones, and inverse kinematics that solves for joint angles to meet positional goals.
Core questions
- How are smooth in-between frames generated from key poses?
- How are rotations interpolated without distortion?
- How does a bone hierarchy deform a character's surface?
- How are joint angles found to reach a target position?
Key concepts
- Keyframe interpolation
- Spline and quaternion interpolation
- Bone hierarchies
- Forward kinematics
- Inverse kinematics
- Skinning and skin weights
Key theories
- Quaternion rotation interpolation
- Representing orientations as unit quaternions and interpolating them with spherical linear interpolation yields smooth, shortest-path rotation without the gimbal lock and distortion of interpolating Euler angles.
- Forward and inverse kinematics
- Forward kinematics computes a character's pose from joint angles down a bone hierarchy, while inverse kinematics solves the harder inverse problem of finding joint angles that place an end effector at a desired location.
Clinical relevance
Keyframe and skeletal animation are the foundation of character animation in film and games, of avatars in virtual and augmented reality, and of articulated motion in robotics and biomechanics visualization.
History
Keyframe systems descend from traditional animation; Shoemake's 1985 quaternion curves solved smooth rotation interpolation, and skinning with inverse kinematics became standard for articulated characters in production pipelines.
Key figures
- Ken Shoemake
- Rick Parent
Related topics
Seminal works
- shoemake1985
- parent2012
Frequently asked questions
- What is a skeleton in animation?
- It is an invisible hierarchy of bones inside a character; moving the bones deforms the attached surface mesh through skinning, so animators pose the simple skeleton rather than every vertex.
- Why use quaternions for rotation?
- Quaternions interpolate rotations smoothly along the shortest path and avoid gimbal lock, a problem where Euler-angle representations lose a degree of freedom and produce jerky or undefined motion.