You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.


Session Name:

Inertialization: High-Performance Animation Transitions in 'Gears of War'


This talk presents a new high-performance approach to animation transitions that the Microsoft team developed for 'Gears of War 4'. The traditional approach to animation transitions involves blending between the old source animation state and the new target animation state; however this can have a significant performance cost, because one must evaluate both the source and target animation states during a transition, effectively doubling the animation evaluation cost. For 'Gears of War 4', Microsoft eliminated these blended transitions altogether and chose to instead handle motion transitions as a post-process with a technique called "inertialization". Eliminating these blended transitions gave them a significant performance boost because they no longer needed to evaluate multiple animation states during the transition. In this talk, David Bollo presents the mathematics behind Microsoft's inertialization technique, for both vector and quaternion values, and show how it can be easily introduced into an existing game engine.

Did you know free users get access to 30% of content from the last 2 years?

Get your team full access to the most up to date GDC content

  • GDC 2018
  • David Bollo
  • Microsoft
  • free content
  • Programming
  • Programming