|
|
To demonstrate, let us take a
look at a character's arm...
| The simplest method to make this
arm look better would be to cover the gap by connecting vertices at the end
with a few extra polygons. |
|
| While this looks better, it tends
to stretch badly and look a bit deformed as the arm moves. |
|
| The real key to making things
look better is to add a series of vertices that are influenced by the rotation
of both bones. If we add a single set of vertices and weight them so they
are influenced 50/50 between the two bones, the look is improved. |
|
| This helps with the stretching
problem, but the pinching at the joint is still pretty noticeable. By allowing
the bones to influence the end vertices of the objects, the character looks
much better. In this image, the vertices are weighted 33%/66%, 50%/50%, and
66%/33%, around the joint. |
|
It is clear that we can achieve the most realistic look and most flexible
animation by combining real-time weighted mesh deformations with a skeletal
hierarchy. By combining these techniques with motion captured animation,
dynamic simulation, and Inverse Kinematic engines, we can create convincing
3D characters. The cpu power saved by using hardware rendering enables game
programmers to push the envelope and add these enhancements to their games.
As gamers, we know what we want. As programmers, artists, producers, we know
what we can do. But as innovators, we must incorporate what we know and get
what we want. We know that what is cool today will be obsolete tomorrow.
Yet, this keeps us moving toward our mystical ideal of the coolest real-time
3D characters.
Jeff Lander is a Digital
Evolutionist at Darwin 3D where he crafts technology for the future of gaming,
entertainment, and network communication. He can be reached at
jeffl@darwin3d.com. |