{"id":93,"date":"2013-11-08T15:46:23","date_gmt":"2013-11-08T15:46:23","guid":{"rendered":"\/\/3dbym.ru\/2013\/11\/advanced-applications-of-skeletal-animation\/"},"modified":"2013-11-08T15:46:23","modified_gmt":"2013-11-08T15:46:23","slug":"advanced-applications-of-skeletal-animation","status":"publish","type":"post","link":"https:\/\/3dbym.ru\/2013\/11\/advanced-applications-of-skeletal-animation\/","title":{"rendered":"Advanced Applications of Skeletal Animation"},"content":{"rendered":"
That pretty much wraps up the introduction to skeletal animation. But before you go, take a look at some of cool stuff that can be done with more advanced techniques, beyond the scope of this book.<\/p>\n
\n Figure 5.11 shows a shot of Epic\u2019s Unreal Tournament 2003. Unreal Tournament 2003 is one of the first games to implement a good \u201cragdoll\u201d system. In a ragdoll system, bodies change according to their environment. For instance, when a person is killed in the game while standing on a hill, their body does not remain lying in a straight line like is common in many other shooter games. Instead, the body slides down the hill in a realistic manner, bouncing and sliding while follow\u00ading the orientation of the terrain. This method of animation adds a lot to the realism and believability of any game.<\/p>\n <\/p>\n<\/td>\n<\/tr>\n<\/table>\n <\/p>\n Figure 5.11 Unreal Tournament 2003\u2019s ragdoll system in action. Notice how the body drapes itself around the hole, much like a real human would.<\/p>\n <\/p>\n
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