S. Nam, D. Kim, J. Lee, and I. Lee (Korea)
digital actor, virtual world, 3D animation, behavior
In this paper, we present animation engine and behavioral engine for a digital actor to be used in virtual worlds such as digital film, game environment etc. For adapting captured motions of a human-like character to have a desired motion of a digital actor, the animation engine uses some techniques such as blending two or more motions, smooth transition from one motion to another, real-time inverse kinematics, evolutionary computing to characterize a digital actor. The behavioral engine analyzes information of the virtual environment and the other actors and decides which emotional state is and which behavioral model is.
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