Morphing and skeletal animation
When you create animations in external programs (for instance Blender) you usually have two main options for defining animations:
- Morph targets: With morph targets you define a deformed version, a key position, of the mesh. For this deformed target, all vertex positions are stored. All you need to do to animate the shape is, move all the vertices from one position to a key position and repeat that process. The following screenshot shows various morph targets used to express facial expressions (image provided by the Blender foundation).
- Skeletal animation: An alternative is using skeletal animation. With skeletal animation ...