Character Animation for Realtime Applications - PowerPoint PPT Presentation

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Character Animation for Realtime Applications

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Character Animation for Realtime Applications Michael Putz Klaus Hufnagl Institute of Computer Graphics Graz University of Technology Austria – PowerPoint PPT presentation

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Title: Character Animation for Realtime Applications


1
Character Animation for Realtime Applications
  • Michael Putz Klaus Hufnagl
  • Institute of Computer GraphicsGraz University of
    TechnologyAustria

2
STRUCTURE OF THIS PRESENTATION
  • 1. introduction
  • 2. an old fashioned way of animation
  • 3. example implementation
  • 4. outlook to a new technique
  • 5. example implementation
  • 6. diskussion

3
THE OLD WAY
  • low polygon alien character mesh (1200 polys)
  • main character of a freeware game STOKEDRIDER
  • currently under developement by a group of
    students
  • animated using keyframes and mesh interpolation
    (also called vertex tweening)

4
LINEAR MESH INTERPOLATION
  • artist models keyframes in 3D Software
  • export keyframes (vertex normal positions)
  • runtime application generates missing
    interpolation-frames
  • BUT NOW let us take you where the action is..

5
free download at http//www.bongfish.com
6
CONSTRAINTS OF MESHINTERPOLATION
  • smooth animation
  • folding-seams eliminated
  • (but only within a certain range)
  • fast
  • - multiple copies of the mesh in memory
  • (one for each key frame)
  • - limit on the level of interactivity and realism
  • - no dynamic animations at runtime

7
SOME STATISTICS
  • STOKEDRIDER filesize 7 MB
  • keyframe meshes 21 2.3mb ( 32 of
    filesize)only 3 tricks animations, the rest is
    used for ground movement ( steering, switching
    direction etc.. )

8
WHAT DO WE EXPECT FROM OUR NEXT ANIMATION-SYSTEM ?
  • unlimited trick combinations for the alien rider
  • response to enviromental stuff (collisions
    with objects, different ground conditions)
  • fluid and physically correct movement
  • should be a realtime implementation
  • nextgen hardware should be supported
  • (vertex shaders)

9
THE NEW APPROACH
  • 2 different animation systems!
  • 1. OFFLINE ANIMATION(exported animation using a
    skeletal system and softskinning)
  • 2. ONLINE ANIMATION(realtime deformation
    according to ingame physics)

10
SKELETAL ANIMATION
  • vertices bound to hierachic bonestrukture
  • quaternions used for bones
  • bone movement -gt skin movement
  • 1 matrix transformation -gt many
    corresponding vertices
  • no need to store vertex positions for all the
    vertices for every frame of the animation
  • derive intermediate frames by using spherical
    interpolation
  • smooth transitions while changing from one
    animation to the other
  • the memory bandwidth is very small
  • - close to joints deformations can result in
    creasing

11
SKINNING / SOFT-SKINNING
  • rigid each vertex corresponds with only one bone
    -gt bulges
  • soft (multiple weights)
  • drawback
  • computation overhead

12
OFFLINE ANIMATION
  • premodelled in e.g. 3dsMax, Maya, Milkshape,
  • some IK physik skeleton (like BIPED)
  • use envelopes to set and correct weights
  • generate animation-cycle (for the bones
    keyframes)
  • exported filestructure consists of
  • mesh container (lokale matritzen)
  • hierachichic bones (FrameTransformMatrix)
  • skin (texture UV-coordinates)
  • list of weights
  • animations

13
ONLINE ANIMATION
  • arm shake animation for the alien-character
  • both arms should shake according to riding speed
  • physics-engine generates animation parallel to
    offline animation
  • BUT HOW TO COMBINE BOTH SYSTEMS?

14
IMPLEMENTATION OF HANDSHAKING
  • using the already existing bone-hierachy parsing
    code from offline animation
  • wait for shoulder bone than modify all bones
    below using sin/cos depending on riding speed
  • simple but effective without almost any cpu
    costs

15
ONLINE ANIMATION
  • lots of other uses for physic based animation
  • Look-at constraints
  • Secondary motion (Chest Heaves ,breathing)
  • Inverse Kinematics
  • Muscle Bulges
  • Ponytails, clothes, belly etc.

16
OUTLOOK
  • more sophisticated online animations than sin/cos
  • physic-based realtime IK
  • using realtime terrain information gt realistic
    crashes
  • enhanced motion blending of the animations
  • support of multichannel precalculated animations
  • complexe Offline Animation of details

17
QUESTIONS ?
for in-depth information about the
implementation, please take a look at our paper
or visit http//www.bongfish.com/stokedrider
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