Realistic Character Motion Response in Computer Fighting Game

Huai-Che Lee, C. Chang, Jui-Shiang Chao, Wei-Te Lin
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引用次数: 5

Abstract

We present a hybrid motion response model for presenting dynamic character behavior during character interactions in computer games. The method seamlessly integrates motion captured data with physics-based character simulation. The result preserves the desired character motion styles and allows physically realistic responsive behaviors for lifelike character presentation. Based on studies in human balance control and responsive behavior, we designed a mechanism to generate character balancing behaviors for a common computer fighting game scenario. The results demonstrate the capabilities of such mechanism as a set of building blocks for presenting more complex responsive behaviors in computer games.
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电脑格斗游戏中的逼真人物动作反应
我们提出了一个混合运动响应模型来呈现电脑游戏中角色交互过程中的动态角色行为。该方法将运动捕获数据与基于物理的角色模拟无缝集成。结果保留了期望的角色运动风格,并允许为逼真的角色呈现物理现实的响应行为。基于对人类平衡控制和反应行为的研究,我们设计了一种机制来生成一个常见的电脑格斗游戏场景中的角色平衡行为。研究结果表明,这种机制可以作为一组构建模块,在电脑游戏中呈现更复杂的响应行为。
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