In this talk, leading animation researcher Michael Gleicher takes a tour of the field of motion synthesis, locomotion and character animation. In particular, Mike discusses ways to improve I.K. using local warping around the constraint frame, implementing a skeleton based on point clouds that allow for a little stretching to overcome I.K. problems, interfacing between AI / Animation interfaces by taking into account steps and natural paths while planning, and finally using path-editing to avoid the expense of motion clips and blending where possible.
[Bonus] Next-Gen Animation for Games and AI
Mike Gleicher on September 23, 2008
Access the rest of this feature by joining industry experts and other professionals as a PREMIUM member in the leading Game AI training program.