Real-Time Character Control for Wrestling Games

Ho, Edmond S. L. and Komura, Taku (2009) Real-Time Character Control for Wrestling Games. In: MIG 2009 - Second International Workshop on Motion in Games, 21st - 24th November 2009, Zeist, the Netherlands.

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Official URL: https://doi.org/10.1007/978-3-642-10347-6_12

Abstract

This paper proposes a method to simulate the real-time interactions of tangling motions by two virtual wrestlers in 3D computer games. The characters are controlled individually by two different players - one player controls the attacker and the other controls the defender. We make use of the topology coordinates which are effective to synthesize tangling movements. The attacker’s movements are simulated by changing the topology coordinates at every frame, and the defender is controlled to escape from such an attack by inverse kinematics. The experimental results show the methodology can simulate realistic competitive interactions of wrestling in real-time, which is difficult by previous methods.

Item Type: Conference or Workshop Item (Paper)
Uncontrolled Keywords: computer animation, motion capture
Subjects: G400 Computer Science
Department: Faculties > Engineering and Environment > Computer and Information Sciences
Depositing User: Paul Burns
Date Deposited: 01 Mar 2018 12:49
Last Modified: 11 Oct 2019 21:47
URI: http://nrl.northumbria.ac.uk/id/eprint/33538

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