Procedural animation
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A procedural animation is a type of
computer animation Computer animation is the process used for digitally generating animations. The more general term computer-generated imagery (CGI) encompasses both static scenes ( still images) and dynamic images ( moving images), while computer animation re ...
, used to automatically generate
animation Animation is a method by which still figures are manipulated to appear as moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film. Today, most ani ...
in real-time to allow for a more diverse series of actions than could otherwise be created using predefined animations. Procedural animation is used to simulate
particle system A particle system is a technique in game physics, motion graphics, and computer graphics that uses many minute sprites, 3D models, or other graphic objects to simulate certain kinds of "fuzzy" phenomena, which are otherwise very hard to repr ...
s (smoke, fire, waterMiguel Gomez, "Interactive Simulation of Water Surfaces" in "Game Programming Gems", ed.
Mark DeLoura Mark A. DeLoura (born 1969 or 1970) is a video gaming advocate and an author. He served as the Senior Advisor for Digital Media for the White House Office of Science and Technology Policy (OSTP), he was Editor in Chief of '' Game Developer'' mag ...
. Charles River Media, 2000, p 187-199,
Greg James, “Operations for Hardware-Accelerated Procedural Texture Animation” in “Game Programming Gems 2” ed. Mark DeLoura, Charles River Media, 2001, p 497, ), cloth and clothing,
rigid body dynamics In the physical science of dynamics, rigid-body dynamics studies the movement of systems of interconnected bodies under the action of external forces. The assumption that the bodies are ''rigid'' (i.e. they do not deform under the action of ...
, and hair and fur dynamics, as well as character animation. In
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedba ...
s, it is often used for simple things like turning a character's head when a player looks around (as in ''
Quake III Arena ''Quake III Arena'' is a 1999 multiplayer-focused first-person shooter developed by id Software. The third installment of the ''Quake'' series, ''Arena'' differs from previous games by excluding a story-based single-player mode and focusing prima ...
'') and more complex things, like
ragdoll physics Ragdoll physics is a type of procedural animation used by physics engines, which is often used as a replacement for traditional static death animations in video games and animated films. As computers increased in power, it became possible to d ...
, which is usually used for 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
Newtonian physics Classical mechanics is a physical theory describing the motion of macroscopic objects, from projectiles to parts of machinery, and astronomical objects, such as spacecraft, planets, stars, and galaxies. For objects governed by classical mec ...
acting upon them; therefore, very realistic effects can be generated that would very hardly be possible with traditional animation. For example, a character can die slumped over a cliff and the weight of its upper-body can drag the rest of it over the edge. Even more complex examples of procedural animation can be found in the game ''
Spore In biology, a spore is a unit of sexual or asexual reproduction that may be adapted for dispersal and for survival, often for extended periods of time, in unfavourable conditions. Spores form part of the life cycles of many plants, algae, ...
'' 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 game '' Unreal Tournament 3'', bodies who have gone into ragdoll mode to fake death can arise from any position into which they have fallen and get back on their feet. The canceled
Indiana Jones ''Indiana Jones'' is an American media franchise based on the adventures of Dr. Henry Walton "Indiana" Jones, Jr., a fictional professor of archaeology, that began in 1981 with the film '' Raiders of the Lost Ark''. In 1984, a prequel, '' Th ...
game from
LucasArts Lucasfilm Games (known as LucasArts between 1990 and 2021) is an American video game licensor that is part of Lucasfilm. It was founded in May 1982 by George Lucas as a video game development group alongside his film company; as part of a large ...
shown at E3 2006 featured character motions that were animated entirely in real-time, with characters dodging, punching, and reacting to the environment based on an engine called
Euphoria Euphoria ( ) is the experience (or affect) of pleasure or excitement and intense feelings of well-being and happiness. Certain natural rewards and social activities, such as aerobic exercise, laughter, listening to or making music and d ...
by NaturalMotion which has since been used in games such as
Grand Theft Auto IV ''Grand Theft Auto IV'' is a 2008 action-adventure game developed by Rockstar North and published by Rockstar Games. It is the sixth main entry in the ''Grand Theft Auto'' series, following 2004's '' Grand Theft Auto: San Andreas'', and the e ...
and
Backbreaker Backbreaker refers to a kind of professional wrestling move which sees a wrestler dropping an opponent so that the opponent's back impacts or is bent backwards against a part of the wrestler's body, usually the knee. The standard version of the ...
.


See also

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Procedural programming Procedural programming is a programming paradigm, derived from imperative programming, based on the concept of the '' procedure call''. Procedures (a type of routine or subroutine) simply contain a series of computational steps to be carrie ...
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Procedural generation In computing, procedural generation is a method of creating data algorithmically as opposed to manually, typically through a combination of human-generated assets and algorithms coupled with computer-generated randomness and processing power. In ...
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Procedural texture In computer graphics, a procedural texture is a texture created using a mathematical description (i.e. an algorithm) rather than directly stored data. The advantage of this approach is low storage cost, unlimited texture resolution and easy text ...
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Physics engine A physics engine is computer software that provides an approximate simulation of certain physical systems, such as rigid body dynamics (including collision detection), soft body dynamics, and fluid dynamics, of use in the domains of computer gr ...
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Ragdoll physics Ragdoll physics is a type of procedural animation used by physics engines, which is often used as a replacement for traditional static death animations in video games and animated films. As computers increased in power, it became possible to d ...
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Game physics Computer animation physics or game physics are laws of physics as they are defined within a simulation or video game, and the programming logic used to implement these laws. Game physics vary greatly in their degree of similarity to real-world phy ...
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Cartoon physics Cartoon physics or animation physics are terms for a jocular system of laws of physics (and biology) that supersedes the normal laws, used in animation for humorous effect. Many of the most famous American animated films, particularly those from ...


References

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