Advanced Character Physics Thomas Jakobsen This article explains how the physics was made in IO Interactive's game Hitman by using particles and constraints. With this system they were able to simulate cloth, rigid body physics, stacked crates, and moving plants. One notable application is animating the death sequence of characters. Robust Position Control of the Center of Mass with Second Order Inverse Kinetics Ronan Boulic, Ramon Mas, and Daniel Thalmann This article describes what Inverse Kinetics is and gives a comparison with Inverse Kinematics. The result is that Inverse Kinetics is more robust for animation, and makes it easier to avoid unnatural postures. The computation cost is the same for the two algorithms. Interactive Skeleton-Driven Dynamic Deformations 2002 - Steve Capell, Seth Green, Brian Curless, Torn Duchamp, Zoran Popovic This article describes a technique for animating a skin mesh controled by a bone structure so that deformations appear more realistically. In other words they don't use vertex blending with matrix transformation. DirectX 8.0: Enhancing Real-Time Character Animation with Matrix Palette Skinning and Vertex Shaders June, 2001 - Benjamin Freidlin This article shows how to do soft-skinning with multiple weighted transform matrices per vertex. Animation Blending: Achieving Inverse Kinematics and More July, 2003 - Jerry Edsall This article shows how Fasa implemented the animation system for MechWarrior 4. The system blends hand made animations to perform IK, instead of relying on pure IK. This avoids the unatural looking animations that IK many times result in. SAPI Free Lipsync Console Program and Source Code |