Animation Programming
I have also worked on Our Life On Water for Different Tales/Focus Entertainment.
Case Study: Our Live On Water
There were 4 core poses; Standing, Sitting, Crouching and Lying Down.
My work was purely on producing a robust and stable backend. A second round of mocap was planned before beginning frontend animation (how the animation looks and feels).
The player could climb, swim, row a boat (from multiple poses and all directions) and jump between platforms and onto boats. The player could also be involved in group dialogues and perform daily routines.
I added animation functionality to the dialogue system that the narrative team worked with daily. This consisted of automatic dialogue animations with the option of specifying specific animations. The automatic animations took context from emotion, age and gender.
Designers placed action points around the map, which NPCs would assume during their daily routines or in quests.
Warping Techniques
Matching Techniques
Supporting Systems
Locomotion Pose Warping (Umbrella Term)
Process of dynamically altering or interpolating a character’s pose. It adapts to real-time changes in terrain, obstacles and targets.
Orientation Warping
Stride Warping
Acceleration Warping
Slope Warping
Bank Warping
Distance Warping
Motion Warping
Look-At/Head Warping
Hand/Two-Hand IK Warping
Adjusts arm positions for weapon grip or object interaction.
Distance Matching
Time Matching
Interaction Matching
Locomotion Matching (Umbrella Term)
Trajectory Matching
Gait Matching
Emotion Matching
Selects animations that reflect emotional state (e.g., aggressive idle vs scared idle).
Edge Detection
Sync Groups
Group-Based Syncing
Graph-Based Syncing
Marker-Based Syncing
Synchronize playback based on the relative position between markers placed along the timeline of animation sequences.
This can be useful for a variety of blending conditions:
- When general body movement does not have a matching number of steps. For example, when blending a run cycle that has the right foot touching the ground four times, and the walk cycle’s foot only touches the ground two times.
- When the stride lengths are not the same. For example, when blending a time-rigid marching walk animation to a time-loose scramble running animation.
- When blending with non-looping animations, such as run and walk starts and stops. Additionally with this case, the start and stop animations should be set to Always Leader.