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Behavioural Animation -- grass to graph roots


19 Feb 2013, 11:00am - 12:00pm

305, 3rd floor, Professor Stuart Hall Building

Event overview

Department Computing
Website MSc CGE Seminar Series
Contact ffl(@gold.ac.uk)

Stuart Johnson from Havok in Dublin, talks of the art of creating realistic animated digital characters

A discussion of Player and NPC animation controllers from first principles to modern behavioural graph editors. The talk will follow the evolutionary history of techniques from 2D sprites to fully interactive behaviour graphs and how this applies to Havok’s state of the art Behaviour tools used by many top AAA studios today. Topics covered will include animation principles, state machines, skeletal blending, character mapping, IK, ragdoll physics and interaction with the physical world.

A (rough) guide to the form of the talk:
* 2D and 3D Animation Principles
* State Machines
* User / AI control
* Events and Frame Synchronisation
* Basic Locomotion
* Skeletal Blending
* Attachments
* Working Closely with Animators
* Character Mapping and Shared Resources
* Foot Registration
* Jumping, Vaulting and Climbing
* IK Modifiers
* White Room Development
* Physics and Collision
* Ragdoll integration
* Parametric Blending
* The Havok Behaviour Graph Editor
* Q&A

Havok has over 13 years of experience servicing the most demanding technical requirements for leading customers in the commercial games and entertainment industry. Havok’s combination of superior technology and dedication to delivering industry leading support to its customers has led to the company’s technologies being used in over 500 of the best known and award-winning titles including Uncharted 3, Assassin’s Creed: Revelations, The Elder Scrolls V: Skyrim, Uncharted: Golden Abyss, Warhammer 40,000: Space Marine, and L.A. Noire.

MSc CGE Seminar Series

Dates & times

Date Time Add to calendar
19 Feb 2013 11:00am - 12:00pm
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