- Procedural animation
A procedural animation is a type of
computer animation , used to automatically generate animation in real-time to allow for a more diverse series of actions than could otherwise be created using predefined animations.Procedural animation is used to simulate
particle system s (smoke, fire, water Miguel Gomez, "Interactive Simulation of Water Surfaces" in "Game Programming Gems", ed. Mark DeLoura. Charles River Media, 2000, p 187-199, ISBN 1-58450-049-2] Greg James, “Operations for Hardware-Accelerated Procedural Texture Animation” in “Game Programming Gems 2” ed. Mark DeLoura, Charles River Media, 2001, p 497, ISBN 1-58450-054-9] ), cloth and clothing,rigid body dynamics , and hair and fur dynamics, as well as character animation.In
computer and video games it is often used for simple things like turning a character's head when a player looks around (as in "Quake III Arena ") and more complex things, likeragdoll physics , which is usually used for the death of a character in which the ragdoll will realistically fall to the floor. A ragdoll usually consists of a series of connected "rigid bodies" that are programmed to have Newtonian physics acting upon them; therefore, very realistic effects can be generated that would very hardly be possible with traditional animation. For example, a character can die slumped over a cliff and the weight of its upper-body can drag the rest of it over the edge.Even more complex examples of procedural animation can be found in the game "Spore" wherein user-created creatures will automatically be animated to all actions needed in the game from walking, to driving, to picking things up. In the game "
Unreal Tournament 3 " bodies who have gone into ragdoll mode to fake death can arise from any position into which they have fallen and get back on their feet. The as-yet-unnamed Indiana Jones game fromLucasArts shown atE3 2006 features character motions that are animated entirely in real-time, with characters dodging, punching, and reacting to the environment based on a new engine called euphoria byNaturalMotion .References
ee also
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Procedural programming
*Procedural generation
*Procedural texture
*Physics engine
*Ragdoll physics
*Game physics
*Cartoon physics
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