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Building a Near-Perfect Animation System using Parametric Motions
Premium Masterclass November 24th, 2008

Building a Near-Perfect Animation System using Parametric Motions

In this 2h masterclass, Lucas Kovar and Alex Champandard discuss the process of creating a next-generation animation system that's flexible and extensible. The underlying representation is a graph of parametric motions, which are typically created using blending-based approaches, and built using robust tools under the supervision of animators and programmers. The runtime playback section of the talk covers ...

Planning and Designer Workflows with SpirOps [Sponsored]
Insider Presentation November 20th, 2008

Planning and Designer Workflows with SpirOps [Sponsored]

Earlier this month, Axel Buendia held a seminar on AiGameDev.com discussing the new technology the SpirOps team has been working on. In particular, he talks about the process of modeling intentions with fuzzy pre-conditions and effects, and how they can be chained together with forwards and backwards linking to compute plans. Axel uses examples of a thief trying to steal a crown from a castle to illustrate how ...

Testing & Debugging Experiences in Practice, from WORMS to BIOSHOCK
Premium Masterclass November 18th, 2008

Testing & Debugging Experiences in Practice, from WORMS to BIOSHOCK

In this 2h audio panel, John Abercrombie (Lead AI on Bioshock), resident expert Phil Carlisle and Alex Champandard go through the whole production pipeline step by step and identify opportunities for improving the quality and reliability of the AI. In particular, the participants discuss design documents and requirements, asserts and logging, automated testing, runtime controls and visualizations that help ...

Sandbox Release #3: Motion Synthesis Library
Ultimate Release November 13th, 2008

Sandbox Release #3: Motion Synthesis Library

The third release of AiGameDev.com's "industrial strength prototyping environment" — a.k.a. AI sandbox — takes a major step towards better animation quality in general. It includes a library for motion synthesis based on motion graphs, improved low-level playback thanks to cascaded blend tree that can deal with n-way blends using a continuous interpolation strategy. The library is also used to ...

Automatically Computing Motion Transitions with Posture Alignment
Premium Tutorial November 11th, 2008

Automatically Computing Motion Transitions with Posture Alignment

This article looks into the process of automating the process of annotating the animations with appropriate transition points, and working out which postures are suitable for blending. This is done based on the work of Mike Gleicher and Lucas Kovar on Motion Graphs. By calculating similarity between postures using the techniques described here, many aspects of manual animation editing can be automated and the ...