ANIMATION AND MODELING
Academic project, September – December 2019

SKELETAL ANIMATION
The series is showing some techniques for animation and modeling. All the projects run with my DirectX 11 framework. The first topic is to import the animation in the framework and be able to control it. I use the ASSIMP library to import the animations for the .fbx file and build simple systems that include the quaternion functions to play the animations.
MOTION IN PATH
Motion in Path is to use some points to create the curve as path and make the object follow the path. The curve I use is the Uniform B-Spline curve. The topic also includes the function to control the walking speed. The video shows the person walking slowly at the beginning and the end.


INVERSE KINEMATICS
Inverse Kinematics is to move the chain of joints toward the location or direction by calculating the joint parameters from the end of the Kinematics chain. The technique is to implement IK is Cyclic-coordinate Descent which continues to compute the direction of joints from end to root until the end joint reaches the location. The video shows the arm move naturally to the final point.
SIMPLE CLOTH SIMULATION
Simple Cloth Simulation is using many springs with the Euler method and simple constraint to create the cloth. I use spring on the particles with small mass and it reacts with force. The video shows the cloth takes the small force like gravity and collides with the ball.
