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Physics Based Character Animation techniques

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1 comment, last by DerTroll 5 years ago

Hi,

I wanted to study the different techniques used in Animation, but the more I read articles and papers, the more I get confused. Do someone have a link to the different techniques used in these games:

-Grow Home

-Gang Beasts

-Shadow Of The Colossus

-Rain World

-Euphoria

 

My understanding of animation in games is the following (correct me if I am wrong):

The most basic animation system would be "Keyframe-based" animation, coupled with state machines. To improve the quality of this animation system, we want to blend the animations nicely. Here comes into play techniques like "Motion matching" or Machine Learning based techniques:

-https://twvideo01.ubm-us.net/o1/vault/gdc2016/Presentations/Clavet_Simon_MotionMatching.pdf

-http://theorangeduck.com/media/uploads/other_stuff/phasefunction.pdf

Now, let's suppose we want the character to interact with the world. We need a way to generate animation. If the character does not react to the physical world surrounding him, we could just use Inverse Kinematics with constraints to add realism. At its core, it is just an optimisation problem, so we can use techniques like Gradient descent... I don't know if we could improve the quality by feeding data and use machine learning techniques:

-http://www.dtecta.com/files/GDC14_VanDenBergen_Gino_Math_Tut.pdf

-https://www.alanzucconi.com/2017/04/10/robotic-arms/

-https://xbpeng.github.io/projects/DeepMimic/index.html

Finally, now we the character to react to the physical world. Something basic would be Ragdoll Physics, that could be improved according to the Wikipedia article. There are techniques relying on PD controller but I can't find a good article about that. There is also Euphoria which seems to rely on neural networks but I couldn't find more information.

-https://en.wikipedia.org/wiki/Ragdoll_physics

-http://funkboxing.com/wordpress/?p=267

-http://www.arishapiro.com/dance/

So yeah, I want to look at these three areas, but the last one seems to lack paper or article I can rely on. That's why I am asking for articles for these 5 games, because they have characters that react to the environment.

Thanks.

 

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Interesting topic (following)! I am currently coding all the stuff that I will need for humanoid characters based on physical calculations. I have a background in numerical mechanics and have my own plans on how to realize it. However, I am also quite interested in other people/engine solutions that I can learn from.

Greetings

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