Animation Part 4 Action State Machine

11.11 Action State Machine

  • ASM servers as a middle layer between the game character control and low level pipeline
  • state-layering: multiple layers of ASM to control different aspects of character movements, such as full-body locomotion, facial expressions and upper-body gestures

11.11.1 Animation States

  • states: blend tree nodes

11.11.2 Transitions

11.11.3 State Layers

在这里插入图片描述

11.11.4 Control Parameters

Searching parameters for blend options might be hard

  • ways
    • Node search (give a name for each specific node)
    • Named variables(assign names to the individual control parameters
    • Control structure(data structure of record these parameters)

11.11.5 Constrains

Constrains are set to a character when performing actions

  • Attachments
    • Joint A of Object A is attached to Joint B of Object B
    • Usually parent-child
    • Add additional joint?
      • add cost of animation processing, not viable
      • New kind of ‘joint’: attach points
        • attach points can be used for attachments
        • but do not affect the final pose of the skeleton
  • Interobject registration
    • line up separate clips in a scene
    • Reference Locators
      • Store location of the locator
      • Store its relative positions to the local object space of each actor
      • Transform the origins of each actor according to the relative positions when they are put in the scene
        在这里插入图片描述
        在这里插入图片描述
      • find the world-space reference location
        • who decides where the reference locator in world-space should be ?
        • one way in the two-men-one-door example
          • door is still, use door as reference
        • Or manually assign the world-space coordinates of the locator
    • Grabing and hand IK
      • bring the end effector to the right position by adjusting a short chain of joints
      • After local and global poses have been calculated, before the final matrix palette calculation
    • Motion extraction and Foot IK
      • solve foot sliding problem
      • Motion extraction
        • Extracted root motion: motion after zeroing the forward motion, keeping the local-space origin roughly under the center of mass of the character(moon-walking)
        • Apply extracted motion data(such as move speed) to the local-space origin; data such as speed can be used to set the playback rate align the clip with the speed
          在这里插入图片描述
      • Foot IK
        • foot moving on uneven terrain
        • use the foot joint as end effector, tuning a chain of joints above when foot stays on the ground
        • feel v.s. look trade-off
  • Other kinds of constrains
    • Look-at
      • twist eyes, or eyes and head, or eyes. head and a twist of the entire upper body
      • Implemented via IK, procedural joint offsets, or additive blending
    • Cover registration
      • allow a character to align perfectly with the cover
      • Implemented via the reference locator
    • Cover entrance and departure
    • Traversal aids
      • character travel through objects such as grass
      • implemented via reference locator

Animation Controllers(Chapter 11.12)

  • A higher level above the Animation State Machine
  • Animation Controller: control the overall animation details
  • Different by needs
  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
该资源内项目源码是个人的课程设计、毕业设计,代码都测试ok,都是运行成功后才上传资源,答辩评审平均分达到96分,放心下载使用! ## 项目备注 1、该资源内项目代码都经过测试运行成功,功能ok的情况下才上传的,请放心下载使用! 2、本项目适合计算机相关专业(如计科、人工智能、通信工程、自动化、电子信息等)的在校学生、老师或者企业员工下载学习,也适合小白学习进阶,当然也可作为毕设项目、课程设计、作业、项目初期立项演示等。 3、如果基础还行,也可在此代码基础上进行修改,以实现其他功能,也可用于毕设、课设、作业等。 下载后请首先打开README.md文件(如有),仅供学习参考, 切勿用于商业用途。 该资源内项目源码是个人的课程设计,代码都测试ok,都是运行成功后才上传资源,答辩评审平均分达到96分,放心下载使用! ## 项目备注 1、该资源内项目代码都经过测试运行成功,功能ok的情况下才上传的,请放心下载使用! 2、本项目适合计算机相关专业(如计科、人工智能、通信工程、自动化、电子信息等)的在校学生、老师或者企业员工下载学习,也适合小白学习进阶,当然也可作为毕设项目、课程设计、作业、项目初期立项演示等。 3、如果基础还行,也可在此代码基础上进行修改,以实现其他功能,也可用于毕设、课设、作业等。 下载后请首先打开README.md文件(如有),仅供学习参考, 切勿用于商业用途。

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值