A typical example is water you can animate it by hand, or rely on a simulation that takes into account fluid dynamics. The basic idea is that the moments of a character can be generated procedurally. One of the most common technique to generate animations procedurally, relies on simulating physics. This often takes the name of physically based animations ( Wikipedia). If you dare venturing further, let me introduce you the concept of procedural animations. Large and comprehensive collections of animations are often available, and they well cover the most common behaviours such as walking, jumping and shooting. Traditional animations dominate the game industry although there are equally valid alternatives. This way of approaching characters movement is pretty standard in the game industry. Whether it was crafted by hand, or recorded using a motion capture suit, animations are predefined assets. When a character needs to perform a different movement, a different animation is required. Every time a character moves on screen, an artist has created that particularly movement. Character animations are, in most games, “static”.
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