Real-Time Character Control for Wrestling Games

EdmondS.L. Ho, Taku Komura

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract / Description of output

This paper proposes a method to simulate the real-time interactions of tangling motions by two virtual wrestlers in 3D computer games. The characters are controlled individually by two different players - one player controls the attacker and the other controls the defender. We make use of the topology coordinates which are effective to synthesize tangling movements. The attacker’s movements are simulated by changing the topology coordinates at every frame, and the defender is controlled to escape from such an attack by inverse kinematics. The experimental results show the methodology can simulate realistic competitive interactions of wrestling in real-time, which is difficult by previous methods.
Original languageEnglish
Title of host publicationMotion in Games
Subtitle of host publicationSecond International Workshop, MIG 2009, Zeist, The Netherlands, November 21-24, 2009. Proceedings
EditorsArjan Egges, Roland Geraerts, Mark Overmars
PublisherSpringer
Pages128-137
Number of pages10
ISBN (Electronic)978-3-642-10347-6
ISBN (Print)978-3-642-10346-9
DOIs
Publication statusPublished - Nov 2009

Publication series

NameLecture Notes in Computer Science
PublisherSpringer Berlin Heidelberg
Volume5884
ISSN (Print)0302-9743

Keywords / Materials (for Non-textual outputs)

  • character animation
  • motion capture

Fingerprint

Dive into the research topics of 'Real-Time Character Control for Wrestling Games'. Together they form a unique fingerprint.

Cite this