
The Designation and Implementation for Human Skinned Mesh Animation Based on XNA
Author(s) -
ShiNan Zhang
Publication year - 2020
Publication title -
journal of physics. conference series
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.21
H-Index - 85
eISSN - 1742-6596
pISSN - 1742-6588
DOI - 10.1088/1742-6596/1601/3/032001
Subject(s) - animation , studio , computer science , computer animation , computer graphics (images) , skeletal animation , interactive skeleton driven simulation , field (mathematics) , computer facial animation , polygon mesh , telecommunications , mathematics , pure mathematics
The technology of human skeletal mesh animation is one of the most important research focuses, and remains problematic in the researching field of computer animation. Firstly, this paper gives a comprehensive analysis on the theory and implementation of skeletal mesh animation, and then an engine framework was design and completed by using Visual Studio 2012 and XNA4.0 as development tools. In oder to improve the executing efficiency and reality of animation, Effective measures such as optimizing rotating algorithm, animation blending and using GPU to update vertexs are used here.