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Near-optimal Character Animation with Continuous Control

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Uploaded by on Mar 18, 2008

A. Treuille, Y. Lee and Z. Popović

We present a new model for real-time character animation with multidimensional, interactive control. The underlying motion engine is data-driven, enables rapid transitions, and automatically enforces foot-skate constraints without inverse kinematics. On top of this motion space, our algorithm learns approximately optimal controllers which use a compact basis representation to guide the system through multidimensional state-goal spaces. These controllers enable real-time character animation that fluidly responds to changing user directives and environmental constraints.

http://aigamedev.com/animation/optimal-continuous-control

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Science & Technology

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  • It's probably massively CPU intensive. Even the current batch of character animations needs to be highly compressed so that they won't kill the processing power.

  • would be awesome in GTA

  • The intersections could possibly be eliminated entirely, and realistically, by having the person stop for a few moments if a collision is inevitable.

  • Very effective. I wonder if foot-skate constraints also mean the angle of placement of the feet (and toe area if you want to go deeper) when you have an angled surface. Is there a downloadable demo of this?

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