Bring A Character To Life
GF5: Animating 3D Characters
Skeletons, skinning, motion, and a final human-avatar scene.
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Skeletons, skinning, motion, and a final human-avatar scene.
| Week | Mode | Focus |
|---|---|---|
| Week 1 | Individual | Implement and debug forward kinematics on a simple block character. |
| Week 2 | Individual | Implement and compare one-hot skinning and linear blend skinning on SMPL. |
| Week 3 | Pairs | Explore human motion clips and reconstruct group-member characters. |
| Week 4 | Pairs | Refine the group animation scene and export the final video. |
| Coursework | Due date | Marks | Mode |
|---|---|---|---|
| Interim report | Friday 29 May 2026 (4pm) | 20 | Individual |
| Interim animation results | Friday 29 May 2026 (4pm) | 5 | Individual |
| Final presentation | Tuesday 9 June 2026 (11-1) | 10 | Group |
| Final report | Friday 12 June 2026 (4pm) | 30 | 50% individual, 50% group |
| Final animation results | Friday 12 June 2026 (4pm) | 15 | Group |
| Week | Tue AM11-13 | Fri AM9-11 | Fri PM14-16 / 4pm |
|---|---|---|---|
| Intro15 May | Intro session9-11, LR11 | Help14-16, LR11 | |
| Week 118-22 May | Help11-13, BE454 | Help9-11, BE454 | Mandatory14-16, LR11 |
| Week 225-29 May | Help11-13, BE454 | Help9-11, BE454 | Mandatory14-16, LR11Interim due4pm |
| Week 31-5 Jun | Help11-13, BE454 | Help9-11, BE454 | Mandatory14-16, LR11 |
| Week 48-12 Jun | Final presentation11-13, LR5 | Help9-11, BE454 | Mandatory14-16, LR11Final report due4pm; animation due |
Build a small character-animation pipeline, then use it to create an animated human-avatar scene.
Build a small character-animation pipeline, then use it to create an animated human-avatar scene.
This project studies a simple version of the character-animation pipeline:
The emphasis is on understanding the mechanics of animation, not on learning a large authoring package.
docs/: handouts, report requirements, and setup instructionsviewer/: interactive viewer and scene toolsviewer/student_submission/: files students editassets/: block characters, motions, and SMPL assetsslides/: browser presentation decks and local notes supportThe early parts use a blocky articulated character rather than a realistic human mesh.
That is deliberate. A block character makes the hierarchy easy to see:
Once the skeleton logic is clear, we switch to SMPL and study mesh deformation.
Output: one custom motion clip with at least 10 keyframes.
Motion: choose a built-in or saved motion clip.Animate: play or pause the selected motion.Show Skeleton, Show Mesh, Show Skinning Weights: toggle visual layers.Selected Joint and Joint Editor: inspect and edit one joint.Timeline: capture keyframes for a custom sequence.Export Motion Video: render evidence from the current browser camera view.Same motion, different character surface.
One-hot skinning is the simplest baseline:
10This creates rigid piecewise motion. It is easy to implement and easy to interpret, which is why it is a good first baseline.
In LBS, a posed vertex is a weighted sum of the transforms from several joints:
v'_i = sum_j w_ij T_j v_i
You do not need to derive the full production form of LBS in this part, but you do need to understand the idea: vertices near joints are shared across influences instead of being assigned to a single bone.
Work in groups of two to create a coherent 30-second animated human-avatar scene.
.scene.json filesAI Use Statement.