Responsive Physics Based Character Locomotion
Research project on 3d physics animation. Part of my masters degree thesis project.Thesis Paper Abstract: Naturalness of motion and responsiveness of virtual characters are important factors for high level experience in interactive applications such as video games. The first is often achieved with the use of motion captured data whereas the second with the use of dynamics. We propose a real-time physics-based approach for motion tracking and balance restoration of a 3D human like character. We use Proportional – Derivative (PD) controllers to compute joint torques for propelling our dynamical model to a desired state. For tuning the gains of the PD – controller, we utilize an inertia scaled approximation. This allows for overcoming the time consuming task of (per joint) gains tuning and lets a user control only two global gain parameters. Our method can precisely track a variety of motions from static to locomotion tasks while in addition can alter the style of motion....
About Me
I am an applications developer specialized in Unity3d and Flash. Skills: - Gameplay logic and physics programming. - Multiplatform 2d/3d development. - Code debugging and optimization. - Strong mathematics background. - Design patterns and component-wise implementations Tools: - C#, C++ , C, Java, Actionscript. - Unity3d, Flash, GameMaker, UDK. - Photoshop, 3DS Max, Maya. Feel free to mail me for further information.