Reactive and Characterized Motion Generation of Virtual Character

S.-W. Nam, D.-H. Kim, I.-H. Lee, I. Choi, and S.-I. Chien (Korea)

Keywords

digital actor, virtual character, 3D animation, behavior

Abstract

This paper presents a behavior engine based on an animation engine to make a virtual human with its own characteristics act reactively in digital films or game environments. The animation engine controls a character's motion by using inverse kinematics and motion interpolation. The behavior engine has a script generator for selecting motions in motion database and a characterizer for generating characterized motion by using evolutionary computation. For adapting captured motions in the database to a computer generated human-like character, some techniques including smooth transition from one motion to another, blending two motions, and real-time inverse kinematics are introduced in the animation engine. In the behavior engine, an emotion model and probabilistic decision rules considering a character's previous emotion and an external stimulus are proposed to decide a character's action in accordance with its own behavior and define a character's behavior, respectively.

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