The majority of modern 3D games revolve around characters—often human
or humanoid, sometimes animal or alien. Characters are unique because
they need to move in a fluid, organic way. This poses a host of new technical challenges, over and above what is required to simulate and animate
rigid objects like vehicles, projectiles, soccer balls and Tetris pieces. The task
of imbuing characters with natural-looking motion is handled by an engine
component known as the character animation system.
As we’ll see, an animation system gives game designers a powerful suite
of tools that can be applied to non-characters as well as characters. Any game
object that is not 100% rigid can take advantage of the animation system. So
whenever you see a vehicle with moving parts, a piece of articulated machinery, trees waving gently in the breeze or even an exploding building in a game,
chances are good that the object makes at least partial use of the game engine’s
animation system.
11.1 Types of Character Animation
Character animation technology has come a long way since Donkey Kong. At
first, games employed very simple techniques to provide the illusion of lifelike movement. As game hardware improved, more-advanced techniques be543
544 11. Animation Systems
came feasible in real time. Today, game designers have a host of powerful
animation methods at their disposal. In this section, we’ll take a brief look
at the evolution of character animation and outline the three most-common
techniques used in modern game engines.
11.1.1 Cel Animation
The precursor to all game animation techniques is known as traditional animation, or hand-drawn animation. This is the technique used in the earliest animated cartoons. The illusion of motion is produced by displaying a sequence
of still pictures known as frames in rapid succession. Real-time 3D rendering
can be thought of as an electronic form of traditional animation, in that a sequence of still full-screen images is presented to the viewer over and over to
produce the illusion of motion.
Cel animation is a specific type of traditional animation. A cel is a transparent sheet of plastic on which images can be painted or drawn. An animated sequence of cels can be placed on top of a fixed background painting
or drawing to produce the illusion of motion without having to redraw the
static background over and over.
The electronic equivalent to cel animation is a technology known as sprite
animation. A sprite is a small bitmap that can be overlaid on top of a fullscreen background image without disrupting it, often drawn with the aid of
specialized graphics hardware. Hence, a sprite is to 2D game animation what
a cel was to traditional animation. This technique was a staple during the 2D
game era. Figure 11.1 shows the famous sequence of sprite bitmaps that were
used to produce the illusion of a running humanoid character in almost every
Mattel Intellivision game ever made. The sequence of frames was designed so
that it animates smoothly even when it is repeated indefinitely—this is known
as a looping animation. This particular animation would be called a run cycle in
modern parlance, because it makes the character appear to be running. Characters typically have a number of looping animation cycles, including various
idle cycles, a walk cycle and a run cycle.
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