# MotionMatching
**Repository Path**: ShenRepertory/MotionMatching
## Basic Information
- **Project Name**: MotionMatching
- **Description**: road to next-gen animation.
- **Primary Language**: Unknown
- **License**: Not specified
- **Default Branch**: master
- **Homepage**: None
- **GVP Project**: No
## Statistics
- **Stars**: 0
- **Forks**: 0
- **Created**: 2020-10-16
- **Last Updated**: 2020-12-19
## Categories & Tags
**Categories**: Uncategorized
**Tags**: None
## README
# MotionMatching
### 想解决什么问题?
这是一个普通的动画状态机。

各种状态切来切去,维护很繁琐,消耗很多时间,也容易产生 BUG,简直是程序员和动画师的噩梦^^
### 怎么解决?
根据玩家输入包括速度、方向、跳跃等和玩家当前骨骼位置、旋转、速度等对比离线烘焙的所有动画骨骼以及根据 RootMotion 预测的坐标数据,选择最匹配的一个**动画帧**播放。

StandIdle、CrouchIdle、Walk、CrouchWalk、Turn等匹配。
更多feature开发中...
1. Multi-thread acceleration match calculation.
2. Compress baked motion field.
### Conclusion
**Motion Matching is a simple idea, that helps us reason about movement description and control.**
**It’s also a new type of animation system, with three advantages:**
1. High quality
2. Controllable responsiveness
3. Minimal manual work
For more details
[MotionMatching pdf](https://twvideo01.ubm-us.net/o1/vault/gdc2016/Presentations/Clavet_Simon_MotionMatching.pdf)
[MotionMatching video](https://www.gdcvault.com/play/1023280/Motion-Matching-and-The-Road)
[MotionMatching](https://zhuanlan.zhihu.com/p/50141261)