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Output details

34 - Art and Design: History, Practice and Theory

Bournemouth University

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Output 0 of 0 in the submission
Output title

A New Hybrid Approach to the Animation of Complex Character Interactions in Games

Type
E - Conference contribution
Name of conference/published proceedings
2011 Third International Conference on Games and Virtual Worlds for Serious Applications
Volume number
n/a
Issue number
n/a
First page of article
8
ISSN of proceedings
-
Year of publication
2011
URL
-
Number of additional authors
4
Additional information

Context:

As for output number 1.

This was an invited paper that is based on a Keynote Address presented at the Third International Conference on Games and Virtual Worlds for Serious Applications held in Athens, Greece.

In this Paper:

We discuss a set of well-established problems in computer animation and computer games that are difficult to solve using currently established modelling technologies. We also present a new solution to a frequently encountered problem in CG; namely interaction between an animated character defined by a polygonal mesh and an object made from a viscoelastic substance. Additionally we examine and provide a solution to the problem of attaching soft appendages (defined functional representation) to polygonal-mesh animated objects. This is a very hard problem to solve when using polygonal models alone. Our approach in tackling these two shape-modelling problems is intended for animators and is aimed at achieving verisimilitude rather than physically based simulation.

Originality:

1 Introduction of a novel technique that allows artists to animate the interactions between polygonal-mesh character (animated by a rigging skeleton) and an object made of a viscoelastic substance.

2. Introduction of a novel technique that allows artists to attach flexible appendages (defined by a function representation) to polygonal-mesh character (animated by a rigging skeleton).

3. Creation of a plug-in tool that makes these two techniques available from within a commercial animation system that is widely used by animators in our industry.

Significance:

The two techniques presented in this paper address problems that were previously hard to solve using polygonal representations – the most commonly used representation in CG – alone. The fact that our techniques were implemented as a Maya plug-in makes them available to a large number of artists.

Rigour:

Detailed mathematical derivations, two new algorithms and a number of animation tests were presented.

Interdisciplinary
-
Cross-referral requested
-
Research group
1 - Computer Animation Research Centre
Proposed double-weighted
No
Double-weighted statement
-
Reserve for a double-weighted output
No
Non-English
No
English abstract
-