hi everyone,

in regard to GSoC this year,

I am very interested in creating a new animation engine for crystal space
with physical simulation integration.
in brief i propose:

A unification of collision and dynamic systems in crystal space
A simple, intuitive and easy to use interface for creating physical objects
Use of a 3rd party ( ODE and/or bullet ) to provide the physical simulation
A utility library for interacting with the physics simulation (bounding
volume testing, ray-casting, etc )
A robust skeletal animation system ( use of skeletal animations still
allowed so new method not mandatory )
skeletal animation to be fully featured including blending, etc.
A hybrid skeletal-muscle based system based on Euphoria ( see
http://www.naturalmotion.com/euphoria.htm )
animations created from joint forces on physically simulated skeleton rather
than interpolation between key frames
objective and action based animations ( animations can be built from
different components to form complex animations quickly and easily )
layer based animation systems ( to combine animation components and
animations modifiers[see below] )
animation modifiers ( modifiers can be applied on the animation layer stack
to simulate different movement types, for example: crippled limb, damaged or
disabled joint, twitching, etc )
rag doll animation
joint constraints
accepts forces into physical systems ( example: a collision with a force
will be reacted to )
animation intelligence system to meet complex objectives ( for example,
altering pose to counter any forces, for example leaning into a gusting wind
or stumbling to avoid being knocked over )
relative animation systems( ie pick up action can realistically move hand to
an objects position, regardless of its relative position to the player as
long as it is within reach, same for pressing a switch, grabbing another
animated objects hand, etc )
editor for configuring joint constraints and muscle systems, creating
actions, etc
simple and intuitive programming interface

why:

Animation systems for games are becoming rapidly dated in terms of ability
and extensibility and are incompatible with the physical simulation systems
that are becoming a basic feature of modern games. The process of creating
animations has remained unchanged and their tools unmodified. Libraries such
as Euphoria propose a new method but lack the confidence and collective
creativity which an open source project can deliver.
Animations driven by actions and states, based upon musculature systems to
offer physical system integration, interactivity and greater visual
believability can also be faster to develop and give more realistic results
in less time. Each step and feature described is vital to integrating real
time physics with animation and delivering modern animation that can meet
the requirements of interactability in todays games.

thanks for reading,

dan
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