5. Conclusion & Outlook

Simulation and animation should work together in any modern computer game that makes use of character movement. On the one hand, complex, motion captured moves could be integrated to simulate character specific behavior like feelings or signature moves. On the other hand, real-time animation of certain bones can add additional realism without losing to much performance. The above implementation shows a way of combining both offline-animation and real-time procedural animation. For professional use enhanced motion blending of the animations would be useful. Like the support of multichannel precalculated animations ( for example separate arm or leg movements). The realtime procedural part at this stage only supports animations based on sinus/cosinus movements. Although this works well for shaking-like animations, a more sophisticated approach would widen the range of use. An interesting application would be a real-time inverse-cinematic solution to simulate anatomical correct crash-animations using physic based triggers and terrain-information.

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