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Secondary Action based Dynamic Jiggle-Bone Animation  

Park, Sung-Jun (Dept of Game Engineering, Hoseo University)
An, Deug-Yong (Dept of Game Engineering, Hoseo University)
Oh, Seong-Suk (Dept of Game Engineering, Hoseo University)
Abstract
The secondary animation technology for the detailed objects including accessories is being studied and applied to the modern game development. The jiggle-bone deformer is used for 3D graphic tools as a technology to create the animation of these objects, but it is disadvantageous in that the real-time modification is difficult and the graphic developers need much time. The secondary animation can also be realized using a physical game engine, but the cost of animation process increases when many objects in a scene of a game are rendered, and it has a low efficiency. This paper proposes a dynamic jiggle-bone animation algorithm, which can be modified in real time and has the similar effect to the physical game engine. To evaluate the performance of the proposed algorithm, tests were conducted with varied number of bones and for the case of one scene with the animation of many jiggle-bones, and the results were adjudged relatively efficient.
Keywords
Jiggle-bone; Secondary Animation; Physics;
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