Synthesis and Animation of Procedurally Generated Game Characters

Abstract

Procedurally generated game characters can produce a large range of varied characters without the manual effort required to produce each one. Normally such characters are created as a surface mesh but this wastes information used during construction such as the purpose and parameters of each part of the creature. A previous project started investigating the reverse approach of building characters from the inside out. The character is specified in terms of anatomical descriptions and proportions and built as a layered representation consisting of skeleton and various layers such as muscles and skin. This representation exploits the benefits of procedural generation by retaining all the meta‚Äźdata used during the model construction. As a result the character is automatically rigged and ready for animation. The previous work identified a building block metaphor that can be used for representing reusable creature components. One direction for this proposal is to apply this metaphor by developing an implementation and assessing the merits of this approach for creating a range of procedurally generated content.

Participants

Technical Reports

[1] Weikang (Tommy) Zhao. Procedural generation of nematode worm embryology using graph grammars. Technical Report Honours Project Report, GIVE group, School of Information Technology, Deakin University, Australia, November 2016. [PDF] [BibTeX]

[2] Timothy Dougherty. Grammatical development of creatures based upon embryology. Technical Report Honours Project Report, GIVE group, School of Information Technology, Deakin University, Australia, November 2014. [PDF] [BibTeX]

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