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Background
The idea of creating Animation Patterns came up when teaching 3D Character Animation at Stockholm University / KTH, Department of Computer and Systems Sciences.
Patterns are available in many areas e.g architecture (Alexander), OOP (Gamma) and usability (Folmer)
One core concept of patterns is to specify a problem related to a context, and within that framework propose solutions. This helps implementing the concept in a better way than guidelines and principles.
The idea is hence to use this WIkipedia page to define Animation Patterns together with peers.
The first step is to start identify Animation Patterns.
Proposed patterns
The following are just a few first suggestions.
Pattern name: Physics blending
Problem: Blending Physics and Animation
Context: Keyframe animated characters interacting with physical simulated objects
Solution: Have a ragdoll as stand-in for animated character, or use an animation engine (e.g Euphoria)
Motivation: Animation can’t be premade for all possible interactions
Pattern name: Climbing character
Problem: Keep hands and feet at surface positions when climbing
Context: Character who climbs, in camera angles where the surface distance is visual
Solution: Use IK for both hands and feet. Turn off IK on hands when not climbing.
Motivation: Hard to achieve with FK
Pattern name: Character crashing into ground
Problem: Different every time depending on ground profile
Context: Character falling down on multiple ground profiles (stairs, floor, terrain etc)
Solution: Consider having a ragdoll as standin or keyframe animate every possible crash. The number of different crashes is key.
Motivation: May be hard to evaluate which takes less time; rig a ragdoll and handle Physics blending, or key frame
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