Procedural Animation
Procedural & Motion Capture Animation Types
Section titled “Procedural & Motion Capture Animation Types”- Procedural Animation
- Uses real-time systems
- Physics simulations
- Code
- Engine systems
- “No animation sequence/asset needed”
- Technical components
- Math & curves feed into body IK solver
- Code finds forward position via trace
- Bones/joints affected by leg movement
- Rule setting possible
Example: “Don’t allow two feet in air”
- Physics for wings/tail/tongue
Dangle/bounce with body
- Can set points of interest
Auto-adjusts bone positions
- Uses Control Rig in UE
- Handles skeleton/rigging
- Motion Capture
- Creates animation from real movement
- Hardware needed
- Body tracking suits
- Hand tracking gloves
- Motion tracking cameras
Body movement Facial expressions
- Benefits/Drawbacks
- “Speeds up animation development”
- Allows animator polish after
- “Expensive setup costs”
- Needs large room
- May need skilled actors
- Modern impact
- “Empowering next generation creators”
- Enables small teams
- Example: “Xanadu on YouTube”
One-man high quality content
Animation technology has evolved to include both code-driven procedural systems and real-world motion capture. These methods, while different in approach, both enable creators to produce high-quality animations efficiently, though each comes with its own technical and practical considerations.