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How do you avoid the high cost of animating each monster character individually in game development?

2025-08-21 42

Batch migration scheme based on human motion capture

Game teams can use the following methods to achieve animation resource reuse:

  • Create a library of basic movements: Record 10-15 standard human movements (walking/running/jumping/attacking, etc.) as source data.
  • Hierarchical processing strategy::
    1. Protagonist/Boss: using full bone mapping + manual fine-tuning
    2. Normal monsters: use auto-generated mapping scheme
    3. Population gizmos: migration results for direct reuse of similar topologies
  • Physical Effects Enhancement: Add a secondary animation system for special parts (wings/tails) to overlay detailed dynamics on top of the basic movements.

Case reference: A 3A project used this method to convert 200 hours of human capture data into 3,000+ animation clips of 87 types of monsters, increasing production efficiency by 16 times. Detailed workflow can be referred toGDC Presentation MaterialsThe

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