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Character Animation: Past, Present and Future

Character Animation: Past, Present and Future
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Author(s): Verónica Costa Orvalho (Universidade do Porto, Portugal)and João Orvalho (Face In Motion, Portugal)
Copyright: 2011
Pages: 16
Source title: Business, Technological, and Social Dimensions of Computer Games: Multidisciplinary Developments
Source Author(s)/Editor(s): Maria Manuela Cruz-Cunha (Polytechnic Institute of Cavado and Ave, Portugal), Vitor Hugo Varvalho (Polytechnic Institute of Cávado and Ave, Portugal)and Paula Tavares (Polytechnic Institute of Cávado and Ave, Portugal)
DOI: 10.4018/978-1-60960-567-4.ch004

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Abstract

Character Animation has a crucial role in modern videogames: it is essential to provide a realistic and immersive experience to the users. This chapter presents the main problems when preparing characters for animation, describes current solutions, and discusses published research and future directions in the fields of character rigging and animation. Its main focus is on facial animation, which is the key element to convey emotion and personality to a 3D character. It also describes a system we have developed and used on several productions, capable of automatically transfer the facial rig and animations between characters. After reading this chapter, you should have an understanding of the complexity involved in character animation process, especially of the face, and the reasons why it remains a challenge.

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