by
Stefan
Henry-Biskup
Gamasutra
November 13, 1998
Vol. 2, Issue 45
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A good character model has
to fulfill two requirements: it has to look great and it has to animate
well. The aesthetic quality and technical functionality of your model
are deeply intertwined. Aesthetically, you want a model that really captures
the details of the original design. Technically, you want to maintain
a model's character traits as it animates.
As character modelers, we're carrying on a figurative, sculptural tradition
that is as old as art itself. And computer graphic art represents some
stunning figurative sculpture - just look at the beautiful, high-resolution
versions of characters from Tekken 3 and Mortal Kombat 4. While we digital
sculptors seem to be creating better-looking characters, creating characters
that animate well is a new challenge that can make or break a game.
Creating a model that can look good in the da Vinci pose and perform all
of the exotic movements that today's games require is a daunting task.
Fortunately, we can take cues from human anatomy to solve the puzzle.
A character model and skeleton is a large and complex hierarchy. As such,
problems that exist at or near a model's base (root) will propagate throughout
the entire figure. Conversely, changes to the root can propagate improvements
as well.
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