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Parameterized Spacetime Control and Motion Graphs for Automating the Animation of Videogame Characters Lorne McIntosh, Steve DiPaola, Philippe Pasquier Simon Fraser University - School of Interactive Arts + Technology
Modern videogames often require hundreds of character animations For example take: 3 characters (knight, ogre, dragon) x 3 speeds (walk, jog, run) x 7 turn rates (3 left, 3 right, 1 straight) x 2 injury modes (healthy, limping) = 126 animations
We organize the automatic generation of animations using Parameter Spaces
Each space is sampled, and animations are generated via Spacetime Control
The result is a large database of character animation clips
[animation video]
Animation clips may be played in-game using a technique like Motion Graphs
[animation video]