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<  Programming  ~  Realtime generated character animation

Michael
Posted: Thu Sep 26, 2002 3:57 pm Reply with quote
Site Administrator Joined: 07 Jun 2002 Posts: 8065 Location: Gent, Belgium
To make a character move in a natural way in realtime 3D, the traditional method is to have a large amount of static skeletal animations and play them when appropriate, preferably with some kind of blending between them. This is an enormous job and is always limited by the number of animations.

I wonder if it would be possible to build a realtime system that would allow for the programmer to tell the character "Go and take that thing there", e.g. and the character would generate its own motion based on a small set of parameters. This could be done with a realtime footsteps system (a la Character Studio) combined with inverse kinematics. I think.

The next step then would be to author the parameters of this system in order to create different characters: some people walk with small steps, others clench their fists often, etcetera.


Last edited by Michael on Mon Nov 04, 2002 12:57 pm; edited 2 times in total
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Michael
Posted: Mon Nov 04, 2002 12:52 pm Reply with quote
Site Administrator Joined: 07 Jun 2002 Posts: 8065 Location: Gent, Belgium
It seems that the Unreal2003 developers have created a system called "Rag Doll" which allows characters to fall realisticaly when shot, obeying the laws of physics, rather than falling according to predefined animations.

Once again, humankind shows great creativity in destruction! Wink

Seriously, this could be the first step in a system like the one I described above. If you can make a character fall realistically as if he or she had been shot in the shoulder, how hard could it be to make that character pick up a cup of tea and put it to his or her mouth?
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Michael
Posted: Mon Nov 04, 2002 3:18 pm Reply with quote
Site Administrator Joined: 07 Jun 2002 Posts: 8065 Location: Gent, Belgium
I had a look a the Unreal2003 demo.

The characters do fall very realistically when they are shot. But it doesn't look as sophisticated as inverse kinematics. The falling is "just" a response to gravity (and some other physical parameters probably). It looks like they had a rigid object fall for each joint and then connected the dots, the tricky part being that the dots had to be connected with bones that don't stretch, some kind of hinge system, I guess... Smart!... Smile
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Michael
Posted: Mon Feb 24, 2003 9:46 am Reply with quote
Site Administrator Joined: 07 Jun 2002 Posts: 8065 Location: Gent, Belgium
Maybe this is something that is going in the right direction: http://www.naturalmotion.com

The site is so full of markenting-speak that I couldn't get much information about the product.
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UNDERdog
Posted: Tue Jun 10, 2003 1:21 pm Reply with quote
Joined: 10 Jun 2003 Posts: 2 Location: Ghent/Belgium
Check www.havok.com for another real-time collision sollution for games.
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Michael
Posted: Tue Jun 10, 2003 6:33 pm Reply with quote
Site Administrator Joined: 07 Jun 2002 Posts: 8065 Location: Gent, Belgium
Havoc, if I'm not mistaken, is a physics engine. It could be used to aid programming the kind of character animation I was talking about. But in and of itself it would not be sufficient by far. Physics are just one aspect of programming animation.
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cyberdigitus
Posted: Mon Nov 24, 2003 10:38 am Reply with quote
Joined: 24 Nov 2003 Posts: 18 Location: Belgium
trigering animation loops on certain actions is one thing, even if these are triggered by an autonomous disicion making ai mind of the character. this is being done for example in Massive,developed for and used in the battle scenes of lord of the rings. it's a procedural crowd animation system based on neural nets, and autonomous behaviors such as creg reynolds research.

to really do a system you describe, however; creating dynamic animation itself, would require true locomotion. that is, the model moves not becose it is moved by it's pivot together with a loop walk, but it actually moves it's feets and based on that the pelvis moves etc. this is to my knowledge not very researched yet, or at east not implemented. but it is possible. actually, valve looked into it for hl2.

i do however have a pdf here of a scription that researhes this and related technology. in it, a virtual characetr is able to move it's arm and even grasp objects all by itself. it even discerns those objects by synthetic vision. i don't have the url anymore, but i might put it up for you.

i guess searching for inverse kinematics, pathfinding and locomotion can get you somewhere already.
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cyberdigitus
Posted: Mon Nov 24, 2003 11:04 am Reply with quote
Joined: 24 Nov 2003 Posts: 18 Location: Belgium
a few links to related research pdf papers:

http://www.dgp.toronto.edu/~jflaszlo/sig2000.pdf
http://ligwww.epfl.ch/~thalmann/papers.dir/Graphicon96.pdf
http://www.photogrammetry.ethz.ch/tarasp_workshop/papers/le.pdf
http://www.cs.brown.edu/people/nsp/papers/icra00.pdf
http://www.cs.virginia.edu/~dbrogan/CS551.851.animation.sp.2000/Papers/unuma.pdf

that should give something to chew on...
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ApellA
Posted: Wed Nov 14, 2007 9:07 am Reply with quote
Joined: 12 Nov 2007 Posts: 19 Location: De Pinte (near Ghent, Belgium)
Ragdoll isn't something entirely(sp.?) new, and based on quite simple rules (I say quite simple, but the implementation isn't simple, don't get me wrong, the theory behind it is).
For real dynamic animations, I think we better take a look at spore. There, all the animations of the creatures are calculated on how it looks, nothing of the animations (and actually, allmost nothing in the game) is predifined, but procedural.
It's my dream to one day, find a system like that, but the fact that Will Wright and his friends needed at least five years to develop those systems, I think I would do a lifetime on it.

Anyway, procedural stuff is the way to go in the future (and I'm not the only one to believe that), for the simple fact that games get more and more complex, textures need to get bigger, we want more and better animations, we want bigger worlds, we want ...
All that takes up space, and some math formula's take up a lot less space. (duh)

Anyway, I'm gonna read those papers, really fascinated about all this stuff.
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Moogie
Posted: Wed Nov 14, 2007 10:22 am Reply with quote
Joined: 24 Jan 2007 Posts: 776
It's not new now, but it was when this thread was created. Wink
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ApellA
Posted: Wed Nov 14, 2007 3:42 pm Reply with quote
Joined: 12 Nov 2007 Posts: 19 Location: De Pinte (near Ghent, Belgium)
ow, woops, didn't notice the last post was from 2003...
that explains the fact that some links are dead now
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shadedeer
Posted: Wed May 21, 2008 7:09 am Reply with quote
Joined: 04 Jan 2008 Posts: 44 Location: middle o' nowhere, Ohio
i Stumbled on this and i thought immediately of you, Michael.

http://www.naturalmotion.com/euphoria.htm

in this engine, the characters don't just fall realistically, they BEHAVE realistically. dodged objects or being pushed or pulled along like a real human-being.

i can't wait until they begin implementing this into games - and i'm kind of hoping that this is what they have used for the A.I. for the Force Unleashed game. i've heard rumors that the A.I. act differently, so maybe it is.
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Michael
Posted: Wed May 21, 2008 8:09 am Reply with quote
Site Administrator Joined: 07 Jun 2002 Posts: 8065 Location: Gent, Belgium
We've been following the work at Natural Motion for a while now. Very exciting, indeed! We'd love to try our hands at their technology some time.
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Trinket
Posted: Wed May 21, 2008 9:58 pm Reply with quote
Joined: 15 Mar 2008 Posts: 1795 Location: Your bathtub.
shadedeer wrote:
i Stumbled on this and i thought immediately of you, Michael.

http://www.naturalmotion.com/euphoria.htm

in this engine, the characters don't just fall realistically, they BEHAVE realistically. dodged objects or being pushed or pulled along like a real human-being.

i can't wait until they begin implementing this into games - and i'm kind of hoping that this is what they have used for the A.I. for the Force Unleashed game. i've heard rumors that the A.I. act differently, so maybe it is.



Shocked Shocked Shocked

That is just too amazingly cool. -Begins researching and learning more-
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Mayar
Posted: Fri Aug 22, 2008 9:47 am Reply with quote
Joined: 30 Jul 2008 Posts: 1042 Location: On the Forum, adding his Mustard to anything in his interest (no art or anything that may offend me)
I´m searching euphoria on the net, but naturalmotion is nowhere to find (free i mean)...

So, the technology is really great, but i think, endorphin is still goodenough for me... (Will post a video from a massive slaughter)
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