Author Topic: Variable Rule based animated models  (Read 704 times)

DoctorMO

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Variable Rule based animated models
« on: November 13, 2006, 04:42:39 am »
Animated 3D models that are not animated on pre-set, pre-designed animations but see the game generate the dynamics of the animated movement through a combination of environmental and action based 'rules'; the accumulation of animations on the same object/avitar.

Examples:
avatar jumps, pre jump rules applied (key-pressed) post jump rules applied (key-release) (separation)
rules unable to animate walk movement when hitting objects such as walls (environmental rules)
climb animation rules can use hight of object to change animation metrics (environmental variables)
cat avatar waggles tail, walk action added, tail movement not interrupted (accumulation)
walk or run speed reduced by spell, animation reflects change. (status variables)

As you can see you need to be able to move the animated 3D objects from the stored file into the generated realm and that might be quite hard to do. you would need to not only specify a model but instead of pre-set animations you would have a set of dynamics which encode for the models change in position.

Although it does strike me as unique in RPG terms. :sorcerer: It would cerainly add complexity but would create a better sense of reality lacking in most walk about games.

dfryer

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Re: Variable Rule based animated models
« Reply #1 on: November 13, 2006, 09:32:17 pm »
While this isn't outside the realm of the 'technically possible', it's likely to create some fairly awkward-looking animations in strange cases (not that this is a bad price to pay!)  However, properly dynamically modelling a body (creating the model, let alone computing its motions at run time) would be a fantastically difficult process.  It is more likely that we would add some degree of flexibility/parameterization to a 'pre-set' animation.  Also, there are techniques like 'blending' which are similar to what you call 'accumulation', and this is much more feasible (i.e. something we want and are planning to use).

To be able to reach out and grab some arbitrary object (within range) would require something like inverse kinetics or another physics/math based technique that I don't think any of us have mastered.. so, if there is an animation programming expert out there, we'd probably like to talk :) 

Currently we have one active animator, and we work him very hard.  So, the best route to better animations right now is probably more people with the necessary skills on either the programming or content-creation end!
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