Interactive character animation real-time sensing state machine and research of simulation technology and Implementation Based on
|School||University of Electronic Science and Technology|
|Course||Applied Computer Technology|
|Keywords||behavior modeling finite state machine intelligence perception animationgeneration|
With the rapid development of entertainment industry, especially the computergames industry, the manufacture technology of interactive character animation havebeen more and more widely used. People define animation by hand-made or motioncapture as the original data, organize the original animation by inputting informationfrom users which was judged as the control signal. However, due to the game scene isbecoming increasingly complex and diverse character behavior, the entire productionmore and more difficult, increasingly high production costs.The paper is mainly based in the laboratory of original Anima engine, design andachieve a interactive character animation real-time perception and simulation platformbased on state machine. The platform is mainly devoted to controlling of characterbehaviors, including behavior logic and character animation, to enhance the realism ofanimation and improve the efficiency of game development.The paper using hierarchical finite state machine to modeling for characterbehavior and processing the logic of character behavior. Because the work principle offinite state machine and behavioral decision-making process are very similar, using thefinite state machine can greatly reduce the complexity of the system of logicalrelations.When the state is increased, the performance of the finite state machine willdeteriorate, so we have a hierarchical finite state machines used in this system.We haveeffectively alleviated this problem by constructing a hierarchical finite state machine tohandle the transition between the state in interactive movement. In the simulationprocess, we allow the character to sense its surroundings in real time, and input theminto the finite state machine to affect the behavioral decision-making process, so thatthe character has a certain degree of autonomous decision-making ability.The paper use a combination of kinematic animation and physical simulation togenerate the character animation, and then use the animation blending and animationmodification techniques for re-processing of these animations. In this way, we can notonly extend the original animation resource database to a certain extent, but also can enhance the realism of the character animation. Finally, this method has good results ofgenerating animation with the natural and authentic, and completely meet the needs ofgame development.