Controller for jumping animations to achieve target positions

Authors
Ooi, Ian Charles
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Other Contributors
Cutler, Barbara M.
Stewart, Charles V.
Lawson, Shawn A.
Issue Date
2016-05
Keywords
Computer science
Degree
MS
Terms of Use
This electronic version is a licensed copy owned by Rensselaer Polytechnic Institute, Troy, NY. Copyright of original work retained by author.
Full Citation
Abstract
Animating a character for video games and films is difficult and time consuming, requiring hours of artist labor to produce each animation. These animations are set and inflexible, requiring changes to the animation or sometimes fully new animations to suit new characters or situations for natural looking movements. Jumping is one such animation, where the size, mass, strength, and environment affect the movement of the character. Traditionally these animations are produced by manually posing the character for certain key frames and interpolating between the frames to produce a smooth animation. The more detailed or lengthy an animation, the more work required to specify it. Physics-based simulation for animation production can reduce this work, creating animations for a variety of situations based on constants set for the character and environment. These animations can then be easily recreated or adjusted for different environments by changing the constants set for generation.
Description
May 2016
School of Science
Department
Dept. of Computer Science
Publisher
Rensselaer Polytechnic Institute, Troy, NY
Relationships
Rensselaer Theses and Dissertations Online Collection
Access
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