Papers › Realistic Physics Based Character Controller
Realistic Physics Based Character Controller
Joe Booth, Vladimir Ivanov
Over the course of the last several years there was a strong interest in application of modern optimal control techniques to the field of character animation. This interest was fueled by introduction of efficient learning based algorithms for policy optimization, growth in computation power, and game engine improvements. It was shown that it is possible to generate natural looking control of a character by using two ingredients. First, the simulated agent must adhere to a motion capture dataset. And second, the character aims to track the control input from the user. The paper aims at closing the gap between the researchers and users by introducing an open source implementation of physics based character control in Unity framework that has a low entry barrier and a steep learning curve.
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