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|Session Name:||Physics Meets Animation : Character Stunts in Just Cause 2|
|Speaker(s):||John Fuller, Andreas Nilsson|
|Company Name(s):||Avalanche Studios, Avalanche Studios|
|Track / Format:||Visual Arts|
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Just Cause 2 is a game with a uniquely varied character game-play and interaction with objects. The character can skydive, dangle from a helicopter, parachute, swim, grapple and cling to cars, boats and air vehicles, all while firing a wide range of weapons. In this session, we reveal how physics, animation and IK were integrated to produce this fast-paced, responsive action.
The session will focus particularly on how physics can be used as a valuable addition to character animation, helping to reduce the burden of animation asset creation. It highlights the role physics can play in opening up novel gameplay options and in giving the user a feeling of responsiveness and immersion. It reviews the problems we faced and suggests a palatable approach to greater levels of physics adoption.