The core of the Fast Food Stanislavsky (FFS) method of character animation is its animation engine. The animation output of the engine is a pipelined process with three steps.

Step 1: The animator creates some amount of partial body animations. Our animation system currently supports 10 distinct body parts or any combination thereof according to the animator’s desire. It is extensible, however, and with the creation of a new skeleton it can be extended to potentially support any number of key distinct body parts. It can also be extended to support models with different body structure and it is not limited to humanoids.

Step 2: Once the animator has created the animations he desires, he can then combine the animations and view them in real-time in the Panda3D engine using a tool developed to facilitate the animator’s job. He can then associate these animations with a given “To Be Thought of...” list from the Fast Food Stanislavsky exercise as well as character activities. As with the skeleton structure above, the qualities used in our exercise can be extended to provide additional functionality and specificity.

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Engine (1/2)