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.
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Index Terms
- Implementation of Trajectory Comparison of Motion Matching in UE4
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