Use the GDC 2021 Session Viewer to browse and sort the ever-growing list of sessions by pass type, topic, and format. You will be able to build your personal schedule directly within the event platform, once live early July 2021.
Tomohiro Mori (AI Engineer, SQUARE ENIX CO., LTD.)
Kousuke Namiki (Senior AI Enginner, SQUARE ENIX CO., LTD.)
Pass Type: All Access Pass, Summits Pass
Topic: Visual Arts
Vault Recording: TBD
Audience Level: N/A: I would like to deliver a virtual presentation only
It is difficult to apply conventional animation systems comprehensively to models with varying joint structures, and in many cases design has been limited to allow the use of common animation assets. Therefore, we aimed to develop a system that can generate animations from the joint structure of each part, so that any combination of parts can be animated in battle without any design restrictions. In this session, I will talk an overview of the animation system we have developed, the details of the animation implementation, and the knowledge we have gained through these efforts.
Participants will learn about examples of animation system implementations that do not use animation data but are realized by posture search, IK processing, and pose blending; the method for generating walking and aiming animation; knowledge about animation generation.
・Anyone who is interested in animation generation for robot models
・Anyone who wants to develop flexible animation at low cost
・Anyone who wants to reduce the production cost of animation assets and robot assets