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By Kian Bee Ng
Gamasutra
October 11, 1999

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Features

Contents

Introduction

Requirements & Design

The Individual Model

User Interface

The individual model

During the development of your system model, it is often better to utilize a simple geometry as the actor instead of employing the actual geometry, since presumably the actual geometry will be of greater complexity. In most development, I usually find it easier to use basic primitives such as cones and spheres as the stand-in model. Once the motions are accepted, the actual model is then used to further fine-tune the animation. In this example, the cone primitive is the stand-in geometry.

Figure 3
Figure 3: The cone primitive is used as the stand-in model for the actual fish geometry.

 

Further distinctive action

To add more life to the fish, you should segment the fish into a four-part skeleton structure - the head, upper body, lower body, and the tail. This four-part structure will allow you to procedurally control each of them so that no one fish will exhibit the same motion as the other.

skeleton structure
Figure 4: A simple skeleton structure of the actual fish model.

 

To ensure that the actions for each fish are distinct, one must write four different functions to control each part of the fish. Of course, each function that you derive must be linked to the others, so that the fish will still appear to be moving as a whole. With the four functions derived, what is left is to further integrate them into one single procedure, with as few parameters as possible, which you can use to control and describe the range of animation that you desire.


User Interface


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