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Simulating Realistic Ragdoll Behaviour In Physical Situations / Simulering av Realistiskt Ragdoll Beteende i Fysiska Situationer

When trying to make a game character come alive and add some sense of realism to a game, it can be done in multiple ways. Animating a 3D model is the commonly used one and it is usually done by hand. The artist moves the model's limbs bit by bit to make small animation clips that are then played in the game. This has a few drawbacks, it's time consuming and depending on what the character is doing in the game it won't always look accurate. Ragdolls can be used together with animations to help bring more realism to the model. Together with animation and colliders on the model limbs, it can simulate when the models limbs interact with objects on the screen. It can also simulate physical responses that happen. But some problems still remain that can't be solved by ragdolls and animation alone. One example is the foot position when a character walking up or down sloped terrain. The foot can clip through the terrain and destroy the sence realism, however ragdolls together with inverse kinematics can solve such problems.

Identiferoai:union.ndltd.org:UPSALLA1/oai:DiVA.org:ltu-74832
Date January 2019
CreatorsStenlund, Pontus
PublisherLuleƄ tekniska universitet, Datavetenskap
Source SetsDiVA Archive at Upsalla University
LanguageEnglish
Detected LanguageEnglish
TypeStudent thesis, info:eu-repo/semantics/bachelorThesis, text
Formatapplication/pdf
Rightsinfo:eu-repo/semantics/openAccess

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