Design of Digital Actor for Virtual Worlds

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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