Character Animation

OData support
Supervisor:
Rajacsics Tamás
Department of Automation and Applied Informatics

Skeletal animation is an efficient and well established technique to describe arbitrary motions of characters in video games. The data needed to implement it and the algorithms that operate on this data are fairly complex, as well as the workflow and production pipeline creating the animations. This paper will work through converting this data exported by content creation tools to a form useful for a game engine. Then a simple model viewer application will be described capable of playing the animations stored in this format. The theory behind skeletal animation will also be explored along with some of the practical implementation details. The import application will make use of the Assimp library, an open-source project capable of parsing various interchange file formats used in the games industry (such as COLLADA or fbx). The model viewer application will use the SDL library (also a popular open-source project) to handle operating system specific tasks, while the rendering will be done through OpenGL. This makes porting the software to other platforms easier. The paper will conclude with a list of further development options.

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