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Animation State Machines: Sequencing Animations with States and Transitions, Slides of Computer Graphics and Animation

Learn about animation state machines, a solution for sequencing different animations over time. Discover how states represent animation clips and transitions are triggered by events. Explore a simple jump state machine and state machine extensions. Understand the role of character movers in animating characters.

Typology: Slides

2012/2013

Uploaded on 04/30/2013

archan
archan 🇮🇳

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Download Animation State Machines: Sequencing Animations with States and Transitions and more Slides Computer Graphics and Animation in PDF only on Docsity! Animation State Machines Ean 3 ay OE a! i: RY Ps : 5 ae State Machines  Blending is great for combining a few motions, but it does not address the issue of sequencing different animations over time  For this, we will use a state machine  We will define the state machine as a connected graph of states and transitions  At any time, exactly one of the states is the current state  Transitions are assumed to happen instantaneously Docsity.com Simple Jump State Machine  Consider a simple state machine where a character jumps upon receiving a JUMP_PRESS message stand jump JUMP_PRESS Docsity.com More Complex Jump stand hop stand2crouch crouch floattakeoff land JUMP_PRESS NEAR_GROUND JUMP_RELEASE JUMP_RELEASE Docsity.com State Machine (Text Version) stand {JUMP_PRESS stand2crouch } stand2crouch { JUMP_RELEASE hop END crouch } crouch {JUMP_RELEASE takeoff } takeoff {END float } hop {END float } float {NEAR_GROUND land } land {END stand } Docsity.com Character Mover Ean ea Character Mover  When we want an interactive character to move around through a complex environment, we need something to be responsible for the overall placement of the character  We call this the character mover  We can think of the mover as a matrix that positions the character’s root Docsity.com Character Mover  Usually, we think of the mover matrix as being on the ground right below the character’s center  The mover sits perfectly still when the character isn’t moving and generally moves at a smooth constant rate as the character walks  The character’s root translation would be animated relative to the mover Docsity.com Character Mover  Sometimes, we want the character to do more complex moves, such as a dive roll to the right  In this situation, we might want to explicitly animate what the mover should do  This data can be written out with the animation and stored as additional channel data (3 translations, 3 rotations)  These extra channels can be blended like any other channel, and then finally added to the mover when we pose the rig Docsity.com Project 3  Load an .anim file and play back a keyframed animation on a skinned character  Extra Credit:  Display the channel curve  Simple channel editor Docsity.com Anim File animation { range [time_start] [time_end] numchannels [num] channel { extrapolate [extrap_in] [extrap_out] keys [numkeys] { [time] [value] [tangent_in] [tangent_out] … } } channel … } Docsity.com
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