In this chapter, you learned how to rig a skeleton and skin it by applying a mesh to its bones using vertices. You also learned how to animate the resulting model using a vertex shader. We looked at some software libraries and editors used to help with the process of creating animations, as well as complete animation pipelines and the extent to which they integrate with AndEngine. We saw how the Assimp
library, which we integrated earlier, can import FBX files containing rigged and skinned models.
At this point, we can create our own 2D and 3D skeletal animations, implement skeletal animations in our own game, and understand how to refine our models even further using morph target animation.
In the next chapter, we will look at how to add 3D effects to a 2D scene.