MSDN Documentation

DirectX Computational Graphics: Animation

Animation Techniques in DirectX

Bringing digital worlds to life requires sophisticated animation techniques. DirectX provides a powerful set of tools and APIs for implementing a wide range of animation methods, from simple object transformations to complex character rigging and skeletal animation.

Key Animation Concepts

DirectX APIs for Animation

DirectX exposes functionalities that facilitate animation through its various components:

Implementing Skeletal Animation

Skeletal animation is a cornerstone of modern game development. The general workflow involves:

  1. Skeleton Definition: Creating a hierarchy of bones with their transformations (rest pose).
  2. Skinning: Associating vertices of the mesh with one or more bones, and defining weights that determine how much each bone influences a vertex.
  3. Animation Clips: Storing sequences of bone transformations over time.
  4. Runtime Update: At each frame, calculating the world-space transformations for each bone based on the current animation clip and time.
  5. Vertex Shader Transformation: Passing the calculated bone transformations to the vertex shader, which then applies them to the mesh's vertices to deform the geometry.

Vertex Shader Example (Conceptual)


struct VS_INPUT
{
    float4 Position : POSITION;
    float3 Normal : NORMAL;
    float2 TexCoord : TEXCOORD;
    float4 BoneIndices : BONEINDICES; // Indices of bones influencing this vertex
    float4 BoneWeights : BONEWEIGHTS; // Weights for each influencing bone
};

struct VS_OUTPUT
{
    float4 Position : SV_POSITION;
    float3 Normal : NORMAL;
    float2 TexCoord : TEXCOORD;
};

uniform float4x4 g_WorldViewProjection;
uniform float4x4 g_BoneTransforms[MAX_BONES]; // Array of bone world matrices

VS_OUTPUT main(VS_INPUT input)
{
    VS_OUTPUT output;

    // Calculate the blended bone transform
    float4x4 blendedTransform =
        input.BoneWeights.x * g_BoneTransforms[ (int)input.BoneIndices.x ] +
        input.BoneWeights.y * g_BoneTransforms[ (int)input.BoneIndices.y ] +
        input.BoneWeights.z * g_BoneTransforms[ (int)input.BoneIndices.z ] +
        input.BoneWeights.w * g_BoneTransforms[ (int)input.BoneIndices.w ];

    // Apply the blended transform to the vertex position and normal
    float4 transformedPosition = mul(blendedTransform, input.Position);
    float3 transformedNormal = mul((float3x3)blendedTransform, input.Normal);

    // Transform to clip space
    output.Position = mul(g_WorldViewProjection, transformedPosition);
    output.Normal = normalize(transformedNormal);
    output.TexCoord = input.TexCoord;

    return output;
}
            

Visual Examples

Further Reading