Abstract
This paper presents an openly available implementation of a modular pipeline architecture for character animation. It effectively decomposes frequently necessary processing steps into dedicated character processors, such as copying data from various motion sources, applying inverse kinematics, or scaling the character. Processors can easily be parameterized, extended (e.g., with AI), and freely arranged or even duplicated in any order necessary, greatly reducing side effects and fostering fine-tuning, maintenance, and reusability of the complex interplay of real-time animation steps.
Funding Information
  • Bundesministerium für Forschung, Technologie und Raumfahrt (16SV8781,16DHB2214)
  • Bayerisches Staatsministerium für Digitales (A5-3822-2-16)