Animation Graph

Detta är en Uppsats för yrkesexamina på grundnivå från Luleå tekniska universitet/Institutionen för system- och rymdteknik

Författare: Jonathan Berg; [2023]

Nyckelord: animation; graph; dataflow; game development;

Sammanfattning: This work introduces a data model, compiler and runtime interpreter to drive the logic of animation graphs in game engines. The primary purpose of an animation graph is to allow for animation logic to be evaluated in a data driven way, which enables game programmers and animators to work iteratively and in parallel. The combination of animation blend trees and hierarchical state machines serves to empower animators to break down the complexity into simpler units with precise and predictable control over animation sampling and the transitions between them. Additionally, the system also serves as a synchronization point between game play elements and animation with input parameters and output events which can potentially trigger other systems such as audio and visual effects. The result is a standalone library which can be used as a foundation in a project and expanded with additional functionality as required.

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