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runevision

Member Since 13 Dec 2004
Offline Last Active Feb 17 2012 10:04 AM

Topics I've Started

Animation Survey - what's your preferences?

17 February 2012 - 09:49 AM

I'm interested in finding out about game developers' preferences with regard to animation pipelines.

More specifically:
  • Do you prefer to make / work with animations that are "in place" (running on the spot) or that are moving in world space?
  • And do you prefer to make games such that the character movement in the game world is driven by the animation (root motion) or driven purely by gameplay logic / physics?
Please help me by taking this short and simple survey:

3D Animation Usage Questionnaire

Thank you!

Rune Skovbo Johansen

Semi-Procedural Animation: Locomotion System Released Now

03 November 2008 - 12:39 AM

For more than half a year I've been working on an automated Locomotion System to make animated humans and animals walk correctly on any uneven terrain including arbitrary steps and slopes. My blog has interactive demos of and video demonstrations of its capabilities, including the new features that enables it to be used with 4-legged animals: I'm happy to say that the Locomotion System has now been officially released last Friday concurrent with my presentation of it at Unite 2008. It is available for download at the Unity website: Go To Locomotion System From the website:
Quote:
About Take a look at how semi-procedural animation can dramatically improve the realism of animated humans and animals. Full Control of style Animators are experts in creating motions with specific styles and personalities. The Locomotion System uses keyframed or motion-captured animations as input and only adjusts them minimally to move the feet correctly in a dynamic and detailed environment. Full Control of Behavior Move your character around by any means you desire, be it a CharacterController, a RigidBody, or your own custom movement logic. The Locomotion System simply observes the position, alignment, velocity and rotational velocity of your character and deduces everything from that, along with some raycasts onto the ground. Details The Locomotion System automatically blends your keyframed or motion-captured walk and run cycles and then adjusts the movements of the bones in the legs to ensure that the feet step correctly on the ground. The system can adjust animations made for a specific speed and direction on a plain surface to any speed, direction, and curvature, on any surface, including arbitrary steps and slopes.
The presentation of the Locomotion System at Unite 2008 was received very well, and this Gamasutra article refers to the presentation as a "crowd favorite". I am also currently finishing writing my Master Thesis about the techniques behind the Locomotion System so that the theory behind it can be spread and implemented in other engines too. Rune [Edited by - runevision on November 3, 2008 9:33:18 AM]

Semi-Procedural Animation for Character Locomotion

26 September 2008 - 01:13 AM

Hi! In this thread I will post info and updates on my master thesis project "Semi-Procedural Animation for Character Locomotion" Demo-videos and interactive demos are available at http://runevision.com/blog/ Overview Here's a quick overview of what the system does: The Locomotion System automatically blends your keyframed or motion-captured walk and run cycles and then adjusts the movements of the bones in the legs to ensure that the feet step correctly on the ground. The system can adjust animations made for a specific speed and direction on a plain surface to any speed, direction, and curvature, on any surface, including arbitrary steps and slopes. The Locomotion System does not enforce any high level control scheme but rather lets you move your character around by any means you desire. The Locomotion System silently observes the position, alignment, velocity and rotational velocity of your character and deduces everything from that, along with some raycasts onto the ground. Thesis I am currently writing the master thesis. So far, I have more or less finished a chapter on motion interpolation.
  • Chapter: Motion Analysis - Not written yet
  • Chapter: Motion Interpolation - thesis_draft_interpolation.pdf
  • Chapter: Motion Blending - Not written yet
  • Chapter: Semi-Procedural Animation - Not written yet
I'd appreciate any feedback on it you might have. (By the way, I'm not sure which forum this is most relevant in. Generally procedural animation links graphics and AI so could be placed both here, in the AI forum, or in the general game programming forum...) Rune [Edited by - runevision on September 26, 2008 7:46:46 AM]

Floating over steps

05 May 2008 - 11:54 AM

In many games, characters have nice walk cycles when walking on plain flat surfaces, but when walking up or down steps or stairs, the feet don't land on the steps but rather, the character sort of just floats over the steps. I am currently developing a system for avoiding that and making the feet of a character correctly land on the ground, including on slopes, steps and stairs, without the need for additional animations. However, I'm in doubt in how many of today's games the floating problem is still present. Since I can't afford to buy all of today's popular games and see for myself, I'd appreciate if you would post some screenshots of the worst and/or best examples of characters walking on stairs in various games. I.e. screenshots that show a game doing it the right way (if any?), and screenshots showing the odd floating behavior. Videos showing it would be even better, but I expect it'd be a hazzle, so screenshots will do. I'd appreciate it a lot if you would help me with this! Rune

Online portfolio suggestions

04 February 2008 - 09:00 AM

I am studying game programming at University of Aarhus and am about to write my Master Thesis this spring. I am also going to the GDC in a few weeks. I've worked on making my website into an online portfolio of my work, and I'd really like to improve it as much as possible before going to the GDC. http://runevision.com I'd like your opinion if it actually works well as an online portfolio or not, and of course what I can do to improve it. - For the game "Flipside" I have added a lot of details about what I contributed with in the production. Does this work well? - I haven't included any actual code, since I can't think of any impressive code from the game that is less than 50+ lines and I'm afraid it would clutter the page. Should I include some code samples on the page anyway? Or should I make some classes available for download? In many cases, including the whole source code for download would be misleading, since several people worked on it, and I only had main responsibility over some of the classes. - The design contains a prominently placed "drawn" portrait of me and I have a matching business card design in mind. This is heavily inspired by the advice of Darius Kazemi. Do you think the web design and business card design works well at "making an impression" or how could I improve it? These are just a few specific questions, but I'd appreciate any feedback you might have. Rune

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