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Session Name:

Animation Summit: From Design: Full Procedural Animations for Mechs


It is difficult to apply conventional animation systems comprehensively to models with varying joint structures, and in many cases design has been limited to allow the use of common animation assets. Therefore, we aimed to develop a system that can generate animations from the joint structure of each part, so that any combination of parts can be animated in battle without any design restrictions. In this session, I will talk an overview of the animation system we have developed, the details of the animation implementation, and the knowledge we have gained through these efforts.

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  • Game Developers Conference 2021
  • Tomohiro Mori
  • Kousuke Namiki
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  • Animation Summit
  • Programming