Static vs Skeletal Meshes
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Static Meshes vs Skeletal Meshes
Static Meshes
3D models that maintain a fixed geometric structure
Not designed to deform using skeletal animation systems
Preserve original vertex positions and topology throughout their lifecycle
No bone binding or vertex weight calculations required
Computationally efficient for rendering large numbers of objects
Ideal for environmental assets, architectural elements, props, and rigid objects
Animation Capabilities
Can be animated through object-space transformations:
Translation: Moving the entire mesh through 3D space
Rotation: Rotating the mesh around any axis or combination of axes
Scaling: Uniformly or non-uniformly scaling the mesh dimensions
But the mesh structure itself remains fixed and unchanging.
Advanced Surface Animation
Can exhibit dynamic surface behavior through specialized rendering techniques
The GPU is capable of running programs that we call “Shaders” which are capable of displaceing even static mehses at run time
This can create effects like:
Rippling water surfaces
Swaying vegetation
Pulsing materials
Original geometric data stored in memory remains unchanged
Only the final rendered appearance is modified during display process
Mesh retains "static" classification regardless of visual surface movement
No skeletal deformation system involved
Key point, static meshes are not skeletal meshes, skeletal meshes are not static meshes.
Skeletal Meshes
3D models designed specifically to enable deformation
It does this by allowing a user (typically an animator) to modify the bone transform over time
The mesh is bound to an underlying skeleton (called an armature in blender) that repreests the skeletal structure
The bones that make up this skeletal structure can then move, moving the bound vertices in turn.
Requires additional computational overhead for bone calculations
Suited for characters and other animating props where static meshes cannot acheive the desired result
Not suited for environment geometry in GENERAL as it carries several expenses with it, however it is common to make exceptions to this rule given the specific needs of the required visuals.
Requires both CPU AND GPU time to render, and in both cases, more than an equivalent static mesh.
Due to its dynamic nature, many optimizations that an engine can make about static meshes do not apply to skeletal meshes.
Bone Structure and Hierarchy
Operates as a hierarchical network with parent-child relationships
Forms tree-like structure mirroring anatomical or mechanical joint systems
Each bone functions as a three-dimensional coordinate system
Bones possess directional properties with defined forward, right, and up axes
Maintains local coordinate space for precise movement control
Parent bone transformations propagate to child bones
Preserves relative positions and orientations throughout hierarchy
Vertex Binding and Weight Distribution
Establishes mathematical relationships between mesh vertices and bone influences
Each vertex assigned weighted values determining bone influence degree
This is called Weight Painting in Blender
Weights are normalized, typically summing to 1.0 (100%)
It is often considered an error if the weights of the vertecies sum to a value over 1, as this leads to ambiguity when imported
Individual vertices can be influenced by multiple bones simultaneously
But this commonly carries a limit in engine of between 2 and 4 bones per vertex.
Users are capable of setting up complex relationships between bones by way of constraints and drivers - which allows for complex procedural animations to be authored.
When a skeleton is driven substantially by constraints, drivers, and other procedural methods, this structure is known as a Rig.
The Mesh is bound to a skeleton, which is in turn animated and driven by a Rig.
This can confuse some artists, as skeletons can be animated directly, but there is an important distinction, and Rigging is a whole field on its own.
Technical Implementation and Applications
Essential for models requiring articulated movement:
Bipedal and quadrupedal characters
Facial animation systems
Complex mechanical assemblies with multiple degrees of freedom
Bone directional properties important for animation authoring
Enables creation of believable animated performances impossible with static geometry
Typically require supporting assets:
A rig which defines the constraints and procedural motion the skeleton is capable of
An animation controller (AnimBP in Unreal) which defines how the animations play, layer, loop, and otherwise present to the user during the gameplay.
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