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Encyclopedia > Procedural animation

A procedural animation is a method often used in computer and video games to automatically generate animation in real-time to allow for a more diverse series of actions than could otherwise be created by artists. It is often used for simple things like turning a character's head when a player looks around (as in Quake III Arena) and more complex things like ragdoll which will replace an animated character or object, when a certain event occurs, with a ragdoll that looks identical to the object but behaves more realistically. This can be used for events like the death of a character in which the ragdoll will realistically fall to the floor. A ragdoll usually consists of a series of connected 'rigid bodies' that are programmed to have the known laws of physics acting upon them, therefore, very realistic effects can be generated that would never be possible with traditional animation. For example, a character can slump over a bridge and the weight of it's upper-body can drag the rest of it over the edge. This article is about computer and video games. ... Animation refers to the process in which each frame of a film or movie is produced individually, whether generated as a computer graphic, or by photographing a drawn image, or by repeatedly making small changes to a model (see claymation and stop motion), and then photographing the result. ... Quake III Arena (also known as Trinity (working title), Quake 3, abbreviated as Q3A or Q3) is a multiplayer first-person shooter released on December 2, 1999. ... THE RAGDOLL CAT Image:BLUE©2005ok. ...


Even more complex examples of procedural animation can be found in the upcoming game Spore wherein user-created creatures will automatically be animated to all actions needed in the game from walking, to driving, to picking things up. In the upcoming game Unreal Tournament 2007 bodies who have gone into ragdoll mode to fake death can arise from any position they have fallen and get back on their feet. Spore is a simulation computer game designed by Will Wright that is currently in development by Maxis to be published by Electronic Arts. ... Unreal Tournament 2007, codenamed Envy, is part of the Unreal series of games and is the sequel to 2004s Unreal Tournament 2004. ...


See also


  Results from FactBites:
 
Gamasutra - Features - "Animation Blending: Achieving Inverse Kinematics and More" (2116 words)
Many animators are familiar with having to move an IK handle around when suddenly the chain rotates 180 degrees and bends backward unpredictably.
For instance, combining an animation of a character walking uphill and downhill may not necessarily result in an animation of the character walking on flat ground.
The resulting jog animation is then feed into a transition engine that is altering the movement state of the `Mech from a jog to falling over animation.
Caligari | iSpace | Introduction (2741 words)
To preview the animation, select the animated object, text, or parent cell (to which is animation is attached) and click to the play button in the tool bar.
Once the selected object has a procedural animation applied to it can be controlled by the bounding box displaying the physical range of the animation.
Procedural animations are located in the animated effects library.
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