I'm interested in finding articles about how to generate animation data for walking using a predefined skeleton, be it biped or another number of legs. I don't know however what keywords to use to search for this on google. If you have any suggestions please, share.
Thanks,
Adrian
Teaching skeletons how to walk
Are you interested in procedural walking, rather than using an artist's animation tool/keyframe editor? If so, that would be a good keyphrase, "procedural walking," though it still might not be obvious which are the useful search results. Maybe "procedural locomotion" also.
Here's a couple of articles of interest, related to procedural or generative walking/locomotion. These don't really related to making animations using artists tools, at least not directly.
Versatile Walk Engine
You'll find links to lots of related articles (associated by reference to the first link):
Versatile Walk Engine summary with citations
This one is quite interesting but it focused on bipeds and is not really talking about a general purpose approach or full automation:
Automated Semi-Procedural Animation for Character Locomotion
Here's a couple of relevant links on the Spore animation system, which supports skeleton's of pretty arbitrary topology:
The easy version:
How to Animate a Character You've Never Seen Before
And, the hard version:
Real-time Motion Retargeting to Highly Varied User-Created Morphologies
Here's a couple of articles of interest, related to procedural or generative walking/locomotion. These don't really related to making animations using artists tools, at least not directly.
Versatile Walk Engine
You'll find links to lots of related articles (associated by reference to the first link):
Versatile Walk Engine summary with citations
This one is quite interesting but it focused on bipeds and is not really talking about a general purpose approach or full automation:
Automated Semi-Procedural Animation for Character Locomotion
Here's a couple of relevant links on the Spore animation system, which supports skeleton's of pretty arbitrary topology:
The easy version:
How to Animate a Character You've Never Seen Before
And, the hard version:
Real-time Motion Retargeting to Highly Varied User-Created Morphologies
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