Journal of Digital Games Research
Online ISSN : 2434-4052
Print ISSN : 1882-0913
Case Study: Animation in Digital Games
From Motion Capture to Facial Animation
Takayasu YANAGIHARA
Author information
JOURNAL FREE ACCESS

2009 Volume 3 Issue 1 Pages 93-104

Details
Abstract
In this study, we clarified the purpose of motion capturing from the perspectives of "reduction of animation creation workloads" and "reproduction of reality" using examples of animation creation based on heuristics. We also described the necessity and importance of implementation of deformation processes, unique to digital games, while reproducing reality obtained through motion capturing. Furthermore, we described the current difficulties and potential of real-time physical calculation using production version machines. We then identified and discussed possible solutions for the current issues of streamlining of finger or facial animation.
Content from these authors
© 2009 Digital Games Research Association Japan
Previous article Next article
feedback
Top