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In crowd simulation, animation clips are played across the multiple agents as they move dynamically through an environment. Since the number of clips used is limited, they cannot account for every turning angle required in the simulation. This results in characters’ feet sliding across the ground, known as footskate. In an environment with visual cues such as a grid or textured ground plane, “any footsliding, no matter how small, will be perceived” (Pražák et al. 2011) and will break the believability of the scene. “Real human motion usually contains footplants, which are periods of time when a foot or part thereof remains in a fixed position on the ground”(Kovar, Schreiner and Gleicher, 2002). I plan to solve the problem of enforcing footplants by using procedural methods to first calculate the desired foot locations, then enforce these on the character skeleton using an inverse kinematics solver.
The NCCA is delighted to announce the launch of a brand new course for the 2018/19 academic year. ...
Posted By: Chris Williams Date: 17/08/17 Read More...
The annual Tech Nation survey quantifies the value and growth of the UK digital economy, in particular identifying sectors...
Posted By: Richard Southern Date: 22/03/17 Read More...
Hot on the heels of their win at AniFest 2016, Naughty Princess has won the best student animation award...
Posted By: Richard Southern Date: 06/03/17 Read More...