Squash and stretch

Animation is the change of a value over a period of time. For example by changing the y position of a ball it can be made to bounce up and down. Then by changing the x and z scale it can squash as it hit the ground. The change in position can be visualized with a curve by putting the time on the x axis of the graph and the position of the ball on the y axis. To animate the ball we select where the ball should be at the key points of the animation and the code can then interpolate the position between these key points.


With vertex animation one moves individual vertices directly in a mesh in some way. The two ways i sorted it into is Per-Vertex Animation and Morph target.


The common way to animate things is with skeletal animations Skeletal Animation. With a moving skeleton one can then bind a mesh and draw it with Skinning.

Animation Controller

Animation Controller


Animation Compression: Advanced Quantization - 2017

Animation Compression Library - 2017

Animation Compression Library: Paragon Results - 2017

Animation Compression TOC - 2016

Skeletal Animation Optimization Tips and Tricks - 2015

Designing Parametric Animation Systems - 2014

A Blending Animation Controller for a Skinned Mesh - 2014

Skinned Mesh Animation Using Matrices - 2014

The Redengine 3 Character Pipeline - 2013

An idiot's guide to animation compression

Basic Skeletal Animation with Geometric Algebra

New Animation System!!

Skinned mesh support and animations

Better animation control through scripting

Skeletal Animation Part 2: Animating Joints

Towards Skeletal Animation Support

Vertex animation textures, beanbags and boneless animations.

vertex assembly and skinning

Thoughts on Skinning and LDS

Direct Delta Mush Skinning Compression with Continuous Examples