# 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。
![anim-state-machine](/Images/anim-state-machine.png)
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。 ![MM](/Images/motion-matching.gif)
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)