Implementation of Trajectory Comparison of Motion Matching in UE4

Yuetong Zhu
{"title":"Implementation of Trajectory Comparison of Motion Matching in UE4","authors":"Yuetong Zhu","doi":"10.1145/3448734.3450478","DOIUrl":null,"url":null,"abstract":"Traditional character animation system is usually implemented by state machine. The system divides animation clips into various states and switches states through various operations. With the diversification of operations, the animation states are increasing and the state machine is becoming more and more complex. For the fluency of animation, it often needs a large number of animation clips and a variety of trivial excessive animation, which is difficult to maintain. Motion Matching is a new animation system, which abandons the complicated state switching and maintains high fluency and robustness. This paper summarizes the working mode of motion matching, and introduces a scheme of trajectory comparison in UE4.","PeriodicalId":105999,"journal":{"name":"The 2nd International Conference on Computing and Data Science","volume":"59 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-01-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"The 2nd International Conference on Computing and Data Science","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3448734.3450478","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

Traditional character animation system is usually implemented by state machine. The system divides animation clips into various states and switches states through various operations. With the diversification of operations, the animation states are increasing and the state machine is becoming more and more complex. For the fluency of animation, it often needs a large number of animation clips and a variety of trivial excessive animation, which is difficult to maintain. Motion Matching is a new animation system, which abandons the complicated state switching and maintains high fluency and robustness. This paper summarizes the working mode of motion matching, and introduces a scheme of trajectory comparison in UE4.
运动匹配的轨迹比较在UE4中的实现
传统的角色动画系统通常是由状态机实现的。系统将动画片段划分为各种状态,并通过各种操作切换状态。随着操作的多样化,动画状态越来越多,状态机也越来越复杂。为了动画的流畅性,往往需要大量的动画剪辑和各种琐碎的过多动画,难以维护。运动匹配是一种新的动画系统,它摒弃了复杂的状态切换,保持了较高的流畅性和鲁棒性。总结了运动匹配的工作模式,介绍了一种UE4中的轨迹比较方案。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信