Wednesday, February 29, 2012
2/23 Human Motion Synthesis with Optimization Based Graphs
I thought the idea of blending between motions or actions was really interesting. If it works well, it could really make things easier for an animator; just tell the character, do this, then this, then this, and not have to worry about what's going on in between. I feel like I say this a lot in these blogs, but this would be really great for video games. Since the character in the game can really do anything at any moment, depending on what the player chooses to do, there has to be transitions between actions. A lot of the time, this is 'easy' since the characters are walking - I feel like the animators can, for the most part, assume the action will come from either walking or standing, something neutral. For a lot of games, this will always be the case. This would be really good, though, for fighting games, so the character doesn't have to come back to neutral between each punch, kick, etc. Unfortunately I'm not sure if I completely understood how this method blends between actions... I got a bit lost in some of the math.
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