Automated real-time animation
Abstract
Producing animation for the computer game/entertainment industry is a time-
consuming, difficult process. One approach to maximizing the utility of previously
animated sequences is to blend and warp pre-existing sequences to produce new
animations on the fly. The extent to which these approaches are feasible in
realtime and are doable without any animator input is debatable.
This research considers many of the approaches to blending and warping in the
literature. Many of these require manual intervention to tune the transition
parameters and are also computationally expensive. However, they serve as a
foundation for developing an approach to the problem that is completely automatic
and is computationally inexpensive.
Predefined motions of walking, running, and jumping derived from motion capture
data are considered and a novel approach to producing segues between these
motions is implemented.
Following the lead of research suggesting that transition times are of vital
importance in the response of users to transition animations the transitions
produced by the implementation were tested on a group of survey participants and
the same general conclusion was supported.
To conclude the work, suggestions for improvement of the algorithms for
transition production are made and possible future developments are considered.
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