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Implementation of Trajectory Comparison of Motion Matching in UE4

Published:17 May 2021Publication History

ABSTRACT

Traditional character animation system is usually implemented by state machine. The system divides animation clips into various states and switches states through various operations. With the diversification of operations, the animation states are increasing and the state machine is becoming more and more complex. For the fluency of animation, it often needs a large number of animation clips and a variety of trivial excessive animation, which is difficult to maintain. Motion Matching is a new animation system, which abandons the complicated state switching and maintains high fluency and robustness. This paper summarizes the working mode of motion matching, and introduces a scheme of trajectory comparison in UE4.

References

  1. Cooper J. The Five Fundamentals of Game Animation[M]//Game Anim Video Game Animation Explained. AK Peters/CRC Press, 2019: 41-55.Google ScholarGoogle ScholarCross RefCross Ref
  2. Yongjoon Lee, Kevin Wampler, Gilbert Bernstein, Jovan Popović, and Zoran Popović.2010. Motion Fields for Interactive Character Locomotion. InACM SIGGRAPH Asia2010 Papers(Seoul, South Korea)(SIGGRAPH ASIA ’10). ACM, New York, NY, USA,Article 138, 8 pages. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. Zadziuk K. Motion matching: The future of gameplay animation... today[C]. GDC, 2016.Google ScholarGoogle Scholar
  4. Simon Clavet. 2016. Motion Matching and The Road to Next-Gen Animation. InProc.of GDC 2016.Google ScholarGoogle Scholar

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    • Published in

      cover image ACM Other conferences
      CONF-CDS 2021: The 2nd International Conference on Computing and Data Science
      January 2021
      1142 pages
      ISBN:9781450389570
      DOI:10.1145/3448734

      Copyright © 2021 ACM

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 17 May 2021

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