Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET
A collection of Bone objects used to animate a skinned model.

Namespace: Visual3D.Graphics3D.Animations
Assembly: Visual3D.Engine (in Visual3D.Engine.dll) Version: 1.0.0.0 (1.0.0.0)

Syntax

      
 C#  Visual Basic 
[SerializableAttribute]
public class Skeleton : MediaAsset, INeverSavedAsComponent
<SerializableAttribute> _
Public Class Skeleton _
	Inherits MediaAsset _
	Implements INeverSavedAsComponent

Members

                  
 All Members  Constructors   Fields   Properties   Methods   Events  
 Public

 Protected
 Instance

 Static 
 Declared

 Inherited
 XNA Framework Only 

 .NET Compact Framework Only 

 MemberDescription
Skeleton()()()()
Initializes a new instance of the Skeleton class
Skeleton(String)
Initializes a new instance of the Skeleton class
Skeleton(Skeleton)
Initializes a new instance of the Skeleton class
ActorOwner
AddAnimation(AnimationDefinition, Boolean)
AddAnimations(IEnumerable<(Of <<'(AnimationDefinition>)>>), Boolean)
AnimationCount
Gets the number of animations associated with this skeleton.
AnimationList
AssetID (Inherited from Registered.)
AssetInfo (Inherited from Registered.)
AssetOwner
Gets or sets the owner to which this asset belongs and is a member of.
(Inherited from Asset.)
AttachedToOwner(IComponentOwner) (Inherited from EntityComponent.)
BaseAsset (Inherited from Registered.)
Blending
Gets/Sets the animation blending mode which this skeleton will use.
BoneCount
Gets the number of bones in this skeleton.
BoneCountIncludingNonSkinned
Gets the number of bones in this skeleton, including non-skinned (grouping/parent) bones.
Bones
ComponentOwner
Owner of this component (contained in it's ".Components" container).
(Inherited from EntityComponent.)
Components
Components that are attached to this Entity.
(Inherited from ComponentBase.)
ComponentsForGlobalSceneFolders (Inherited from ComponentBase.)
Context
Defines the Owner of this component as well as the role (i.e. 'slot') that this component fulfills.
(Inherited from ComponentBase.)
CreateAnimation(String, Single)
Creates a new Animation object for animating this skeleton.
CreateBone()()()()
Creates a brand new Bone owned by this Skeleton.
CreateBone(Int32)
Creates a brand new Bone owned by this Skeleton.
CreateBone(String)
Creates a brand new Bone owned by this Skeleton.
CreateBone(String, Int32)
Creates a brand new Bone owned by this Skeleton.
CreateIdentity()()()() (Inherited from Registered.)
CreateIdentityList()()()() (Inherited from Registered.)
CreateInstance(Boolean)
Creates an instance or non-inheriting duplicate of this asset.
(Inherited from Asset.)
CreateService<(Of <<'(TService>)>>)()()()() (Inherited from ComponentBase.)
CreateUniqueBoneHandle()()()()
CreateUniqueBoneName()()()()
DefaultBlendingTechnique
DetachedFromOwner(IComponentOwner) (Inherited from EntityComponent.)
Dispose()()()() (Inherited from ComponentBase.)
Disposed (Inherited from ComponentBase.)
EnsureCanEdit()()()()
EnsureCanEdit(Boolean)
EnsureRootBoneExists()()()()
GetBone(Int32)
Gets a bone by its index.
GetBone(NameID)
Gets a bone by its name.
GetContent()()()() (Overrides MediaAssetGetContent()()()().)
GetRootBone(Int32)
Gets the root bone at the specified index.
GetService<(Of <<'(TService>)>>)()()()() (Inherited from ComponentBase.)
GetService<(Of <<'(TService>)>>)(TService%) (Inherited from ComponentBase.)
Handle (Inherited from Registered.)
HasComponents (Inherited from ComponentBase.)
HasHandle (Inherited from Registered.)
HasName (Inherited from EntityComponent.)
HasPrototype
Gets if a prototype has been specified to inherit instance data from.
(Inherited from Asset.)
HasScope (Inherited from Registered.)
HasUniqueName
Gets if a UniqueName is specified to identify this asset with respect to its owner's other members.
(Inherited from Registered.)
ID (Inherited from Registered.)
IDChanged (Inherited from Registered.)
Initialize()()()()
Initializes the asset so that it might be prepared for use. By default, PrepareForUse() is called from this method as well.
(Inherited from Asset.)
InvalidateAnimationState()()()()
IsAnimationBeingApplied
Indicates if an animation is being applied to this skeleton right now.
IsDeserialized
Indicates if Instance was created by Deserialization.
(Inherited from ComponentBase.)
IsDisposed
Indicates if resource has been disposed.
(Inherited from Asset.)
IsDisposing
Indicates if resource is in process of Disposing but not fully disposed.
(Inherited from Asset.)
IsInitialized
Gets if this entity is currently in an initialized (and non-disposed) state.
(Inherited from Asset.)
IsInstance
IsModelSkeleton
IsPrototype (Inherited from Asset.)
IsReadyForUse
Gets/sets if asset is ready to be used. Can be set to 'true' in class constructor in order to skip Preparation logic.
(Inherited from Asset.)
IsSaved
Indicates if the component is to be Saved when the owning context is saved (e.g. for components in your scene, this controls whether or not they are saved to the scene file when the scene is saved). Typically objects are 'Saved', unless they are transient to be programmatically created each time.
(Inherited from ComponentBase.)
IsSavedOnCreatingInstance (Inherited from Asset.)
IsSharedByModels
Gets if this is a generic Skeleton registered as an asset independent of any specific model, so that it can be shared between models, or at least exported, imported, and edited separately from the model geometry.
MaxBoneCount
Maximum total available bone matrices that are available during blending.
ModelOwner
ModelSkeleton
Reference to the master Skeleton.
Name (Inherited from EntityComponent.)
NameID (Inherited from EntityComponent.)
OnMemberwiseClone()()()() (Inherited from ComponentBase.)
OwnerActivated(IComponentOwner) (Inherited from EntityComponent.)
OwnerDeactivated(IComponentOwner) (Inherited from EntityComponent.)
OwnerOf<(Of <<'(TOwner>)>>)()()()() (Inherited from Registered.)
PrepareForUse()()()()
Attempts to prepare asset for use. To be sure, check "IsReadyForUse" after calling this method to ensure it's really ready for use before using it.
(Inherited from Asset.)
Prototype
Gets or sets the prototype, if specified, from which this asset inherits instance data.
(Inherited from Asset.)
Reset()()()()
Resets the position and orientation of all bones in this skeleton to their original binding position.
Reset(Boolean)
Resets the position and orientation of all bones in this skeleton to their original binding position.
RootBone
Gets the root bone of the skeleton.
RootBoneCount
Gets the number of root bones in this skeleton.
RootBones
Scope (Inherited from Registered.)
SetAnimationState(AnimationSet)
Applies the currently running Animations to this Skeleton (blends them).
SetBindingPose()()()()
Sets the current position / orientation to be the 'binding pose' ie the layout in which bones were originally bound to a model.
SkinnedBoneCount
Gets the number of skinned bones which have vertices assigned. Currently, this is the total number of bones, skipping non-skinned bones is only supported currently for Collada .dae models which use CustomSkeleton instead, but don't support animation blending.
SourceFile
Gets/Sets the source file for this program.
(Inherited from Asset.)
StorageModule (Inherited from Registered.)
ToString()()()() (Overrides ComponentBase..::..ToString()()()().)
UniqueName (Inherited from Registered.)
UpdateTransforms(Boolean)
Updates all the derived transforms in the skeleton.
WriteDiagnosticsInformation(String)

Remarks

Skeletal animation works by having a collection of 'bones' which are actually just joints with a position and orientation, arranged in a tree structure. For example, the wrist joint is a child of the elbow joint, which in turn is a child of the shoulder joint. Rotating the shoulder automatically moves the elbow and wrist as well due to this hierarchy.

So how does this animate a model? Well every vertex in a model is assigned to one or more bones which affects it's position when the bone is moved. If a vertex is assigned to more than one bone, then weights must be assigned to determine how much each bone affects the vertex (actually a weight of 1.0 is used for single bone assignments). Weighted vertex assignments are especially useful around the joints themselves to avoid 'pinching' of the model in this region.

Therefore by moving the skeleton using preset animations, we can animate the model. The advantage of using skeletal animation is that you store less animation data, especially as vertex counts increase. In addition, you are able to blend multiple animations together (e.g. walking and looking around, running and shooting) and provide smooth transitions between animations without incurring as much of an overhead as would be involved if you did this on the core vertex data.

Skeleton definitions are loaded from datafiles, namely the .xsf file format. They are loaded on demand, especially when referenced by a Model.

Inheritance Hierarchy

System..::..Object
  Visual3D.EntityModel..::..ComponentBase
    Visual3D.EntityModel..::..EntityComponent
      Visual3D..::..Registered
        Visual3D..::..Asset
          MediaAsset
            Visual3D.Graphics3D.Animations..::..Skeleton

See Also