Affiliation:
1. State Key Laboratory of CAD&CG Zhejiang University Hangzhou China
2. MoreFun Studios Tencent Shenzhen China
Abstract
AbstractCharacter hit reaction is an inherent component in game development. Natural hit reactions in games are typically achieved through the use of artist‐created hit animations and motion capture. To improve the realism of impact reactions, game developers combine physics simulation with distinct hit animations based on character statuses. However, there is currently no method that can automatically produce hit reactions based on hit information in game development. To this end, we propose a physics‐driven inverse kinematic method for generating character reaction animations. We postulate that a character's hit reactions are the result of an assault impulse spreading throughout the body and forcing the body to move. Five IK (inverse kinematics) solvers are used to control character poses. Each IK solver is used to control the movement of a different part of the body. The IK solvers, which are used to determine the positions of various bodily parts, are driven by unconstrained physics simulation. Furthermore, physics simulation with constraints is used to fine‐tune the character's movements. Experiment results show that our method outperforms Unreal Engine‐based hit animation and physics simulation.
Funder
National Natural Science Foundation of China
Subject
Computer Graphics and Computer-Aided Design,Software