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
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.
sodie77 3 years ago
would be awesome in GTA
pwnageprata 3 years ago
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I wish they wouldn't use jargons. The process makes sense, but their explanation of it sounds like gibberish to someone who is indifferent to their terminology.
WhiteDragon103 3 years ago
The intersections could possibly be eliminated entirely, and realistically, by having the person stop for a few moments if a collision is inevitable.
LokiClock 3 years ago
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?
conradhw 3 years ago