Character hit reaction animations using physics and inverse kinematics

被引:0
|
作者
Liu, Pengfei [1 ]
Zhou, Yang [1 ]
Wei, Xilei [2 ]
Su, Qizhong [2 ]
Song, Weipeng [2 ]
Kou, Qilong [2 ]
Jin, Xiaogang [1 ]
机构
[1] Zhejiang Univ, State Key Lab CAD&CG, Hangzhou 310058, Peoples R China
[2] Tencent, MoreFun Studios, Shenzhen, Peoples R China
基金
中国国家自然科学基金;
关键词
behavioral animation; character animation; motion control; physics-based animation;
D O I
10.1002/cav.2170
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
Character hit reaction is an inherent component in game development. Natural hit reactions in games are typically achieved through the use of artist-created hit animations and motion capture. To improve the realism of impact reactions, game developers combine physics simulation with distinct hit animations based on character statuses. However, there is currently no method that can automatically produce hit reactions based on hit information in game development. To this end, we propose a physics-driven inverse kinematic method for generating character reaction animations. We postulate that a character's hit reactions are the result of an assault impulse spreading throughout the body and forcing the body to move. Five IK (inverse kinematics) solvers are used to control character poses. Each IK solver is used to control the movement of a different part of the body. The IK solvers, which are used to determine the positions of various bodily parts, are driven by unconstrained physics simulation. Furthermore, physics simulation with constraints is used to fine-tune the character's movements. Experiment results show that our method outperforms Unreal Engine-based hit animation and physics simulation.
引用
收藏
页数:12
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