Games & Xbox

    GDC 2011 - Going Beyond 1:1 Animation on Kinect to Deliver a Hero Experience

    This presentation discusses various techniques of effectively mapping the player's skeleton with an in-game character.
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        Translating the movement of a player tracked by Kinect to the movement of an in-game character sounds simple, but it can be a surprisingly difficult problem. This talk covers issues involved with skeletal mapping, ways the player can become disconnected from their in-game avatar, and other problems observed in bringing titles to market. For each issue, we explore the cause and available solutions. By the end of the presentation, you’ll understand how to create an in-game character every bit as amazing as the game hero should be—even when the player is not.
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      Windows 7, Windows Vista, Windows XP

        PowerPoint 2010 or PowerPoint Viewer
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