CMSC 425 : Lecture 13 Animation for Games : Basics Tuesday , Mar 26 , 2013
نویسنده
چکیده
Game Animation: Most computer games revolve around characters that move around in a fluid and continuous manner. Unlike objects that move according to the basic laws of physics (e.g., balls, projectiles, vehicles, water, smoke), the animation of skeletal structures may be subject to many complex issues, such as physiological constraints (how to jump onto a platform), athletic technique (how a basketball player performs a lay-up shot or a warrior hurls a spear), stylistic choices (how a dancer moves), or simply the arbitrary conventions of everyday life (how a person steps out of a car or how a dog wags its tail). Producing natural looking animation is the topic of our next few lectures.
منابع مشابه
CMSC 425 : Lecture 10 Skeletal Animation and Skinning Tuesday , Mar 14 , 2017
Recap: Last time we introduced the principal elements of skeletal models and discussed forward kinematics. Recall that a skeletal model consists of a collection of joints, which have been joined into a rooted tree structure. Each joint of the skeleton is associated with a coordinate frame which specifies its position and orientation in space. Each joint can be rotated (subject to sum constraint...
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What is Artificial Intelligence? Artificial intelligence (AI) can be defined (circularly) as “the study of computational systems that exhibit intelligence.” Unfortunately, it is not easy to define what we mean by “intelligence.” In the context of games, an in particular in the design of non-player characters (NPCs) a working definition might be, “It is whatever a person would do.” (Where, of co...
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تاریخ انتشار 2013