In game environments, animated character motion must rapidly adapt to changes in player input - for example, if a directional signal from the player's gamepad is not incorporated into the character's trajectory immediately, the character may blithely run off a ledge. Traditional schemes for data-driven character animation lack the split-second reactivity required for this direct control; while they can be made to work, motion artifacts will result. We describe an on-line character animation controller that assembles a motion stream from short motion fragments, choosing each fragment based on current player input and the previous fragment. By adding a simple model of player behavior we are able to improve an existing reinforcement learning m...
Real-time character animation in dynamic environments requires the generation of plausible upper-bod...
Animated motions should be simple to direct while also being plausible. The work presented in this t...
Time between goal change ( τ sec.) Figure 1: Quantifying and comparing responsive behavior for three...
Figure 1: By modeling user behavior and not thresholding transitions, we create a high overall quali...
We present an algorithm for animating characters being pushed by an external source such as a user o...
Interactive, task-guided character controllers must be agile and responsive to user input, while ret...
A proposed system lets users directly control simulated self-propelled characters. Users drag a mous...
A physics-based control system that tracks a single motion trajectory pro-duces high quality animati...
Human motion plays a key role in the production of films, video games, virtual reality applications,...
Generating character motion from motion capture systems is difficult because they require a variety ...
Human motion plays a key role in the production of films, video games, virtual reality applications,...
Realistic character motion is an important component in media production, such as movies and video g...
Controllable, reactive human motion is essential in many video games and training environments. Char...
Figure 1: Our system allows the user to directly control a virtual character in a wide array of situ...
We propose a novel representation of motion data and control of virtual characters that gives highly...
Real-time character animation in dynamic environments requires the generation of plausible upper-bod...
Animated motions should be simple to direct while also being plausible. The work presented in this t...
Time between goal change ( τ sec.) Figure 1: Quantifying and comparing responsive behavior for three...
Figure 1: By modeling user behavior and not thresholding transitions, we create a high overall quali...
We present an algorithm for animating characters being pushed by an external source such as a user o...
Interactive, task-guided character controllers must be agile and responsive to user input, while ret...
A proposed system lets users directly control simulated self-propelled characters. Users drag a mous...
A physics-based control system that tracks a single motion trajectory pro-duces high quality animati...
Human motion plays a key role in the production of films, video games, virtual reality applications,...
Generating character motion from motion capture systems is difficult because they require a variety ...
Human motion plays a key role in the production of films, video games, virtual reality applications,...
Realistic character motion is an important component in media production, such as movies and video g...
Controllable, reactive human motion is essential in many video games and training environments. Char...
Figure 1: Our system allows the user to directly control a virtual character in a wide array of situ...
We propose a novel representation of motion data and control of virtual characters that gives highly...
Real-time character animation in dynamic environments requires the generation of plausible upper-bod...
Animated motions should be simple to direct while also being plausible. The work presented in this t...
Time between goal change ( τ sec.) Figure 1: Quantifying and comparing responsive behavior for three...