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Building a Character Animation System

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Motion in Games (MIG 2011)

Part of the book series: Lecture Notes in Computer Science ((LNIP,volume 7060))

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Abstract

We describe a system for animating virtual characters that encompasses many important aspects of character modeling for simulations and games. These include locomotion, facial animation, speech synthesis, reaching/grabbing, and various automated non-verbal behaviors, such as nodding, gesturing and eye saccades. Our system implements aspects of character animation from the research community that yield high levels of realism and control.

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References

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Shapiro, A. (2011). Building a Character Animation System. In: Allbeck, J.M., Faloutsos, P. (eds) Motion in Games. MIG 2011. Lecture Notes in Computer Science, vol 7060. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-25090-3_9

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  • DOI: https://doi.org/10.1007/978-3-642-25090-3_9

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-25089-7

  • Online ISBN: 978-3-642-25090-3

  • eBook Packages: Computer ScienceComputer Science (R0)

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