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Motion Capture Game Engine Design

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... of the Portuguese striker, the Brazilian goalie, and the other textures used in the game. ... Music was inserted to benefit the ambiance of the game. ... – PowerPoint PPT presentation

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Title: Motion Capture Game Engine Design


1
Motion Capture Game Engine Design
  • Created by Abishek Ganesh, Ronak Buch, Kevin
    Bhasin

2
The finished project
Over the course of the project, our team created
a virtual soccer shootout, dubbed Kick. The
premise of this game is for the goalie to block a
randomly calculated shot from the striker.
3
The Game Creation Pipeline
4
Step 1 - Objective
  • Using the Advanced Computing Center for the Arts
    and Design (ACCAD) Motion Capture Lab, capture,
    process, and integrate motions into a three
    dimensional game.

5
Step 2 - Conceptualization
  • Game ideas
  • Soccer Shootout
  • Snowboarding
  • Adventure / Sword Fighting
  • Covert Intrusion or Extraction / Spy Game
  • Timed Escape
  • Cricket

6
Step 3 - Motion Capture Studio
  • Jobs
  • Abishek Actor
  • Kevin Director
  • Ronak Motion Capture Technician
  • Outline
  • Standing ? Walk ?
    Run-Kick-Stop ?
  • -glance at goal -forward -run
    to ball
  • -leg stretches -backward
    -strike ball
  • -slight arm motion -come
    to slow halt
  • -head roll -watch
    the goal
  • Dives / Saves ? Celebration ? Sorrow
  • -one per direction -action of striker -head
    in hands
  • -dive to sides, jump, -Cleopatra dance -stare
    at ground
  • grab, kneel -eagle dance -kick
    the grass
  • -wavy dance -fall
    and pound ground

7
Step 4 Animations
  • After motion was captured with Vicon iQ, it was
    exported to MotionBuilder and then to Maya for
    further processing.
  • After the motion was mapped to a skeleton, used
    to emulate bones and joints in a three
    dimensional model, it was exported to a format
    compatible with the game engine used in
    development.

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Step 5 Models / Texturing
  • Maya was used to create a model of Ohio Stadium
    (The Horseshoe), albeit with a soccer pitch
    instead of a football field.
  • The GIMP and Photoshop CS2 were used to create
    the texture maps of the Portuguese striker, the
    Brazilian goalie, and the other textures used in
    the game.

13
Step 6 - Programming
  • The programming language Python was used to
    implement the logic of the game in Panda3D, an
    open-source game engine that places emphasis on a
    short learning curve and rapid development.
  • In its present form, the code for the game is
    about 400 lines long.

14
Step 7 - Detailing
  • Animations had to be trimmed at the frame level.
  • Each model had to be independently scaled to in
    order to fit each other.
  • Title, instruction, and credit images were
    created.
  • An installer was created to allow easy
    distribution of the game.

15
Step 8 Audio
  • Music was inserted to benefit the ambiance of the
    game. The selections are a common soccer chant
    and an African song that adds an international
    flair to our version of the Worlds Game.
  • The sound clips were edited using Audacity, an
    open-source audio editor.

16
Step 9 Website
  • A website was created for the game, which offers
    downloads of both the Windows installer and the
    source code with all necessary resources. This
    allows any programmer in the world to take our
    code and modify it as they see fit, which will
    help the continued evolution of the game.

17
Screenshot
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