Performance analysis of Unity 3D environment in development of a character simulation
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Published:
Dec 30, 2016
Issue Vol. 2 (2016)
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Main Article Content
DOI
Authors
Aleksandra Woźniak
wozniak.aleksandra92@gmail.com
Lublin University of Technology, Poland
Małgorzata Plechawska-Wójcik
Lublin University of Technology, Poland
Abstract
This work presents the performance analysis of Unity 3D environment character simulation development. Ihe purpose of this work is a comparative analysis of character animation processes in the aforementioned environment. The analysis is based on motion simulation process, which has been shown in the two different ways. The results showed advantage of motion simulation process based on the blend tree, which was characterized by greater fluency and as it also turned out higher efficiency than the state animation.
Keywords:
Unity 3D; character simulation; blend tree; state animation
References
[1] Miller, Christian, Okan Arikan, and Don Fussell. "Frankenrigs: building character rigs from multiple sources." Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games. ACM, 2010.
[2] Feng, Andrew, et al. "Fast, automatic character animation pipelines." Computer Animation and Virtual Worlds 25.1(2014): 3-16
[3] Haas, John. A History of the Unity Game Engine. Diss. WORCESTER POLYTECHNIC INSTITUTE.
[4] Unity 5.4 documentation. "Preparing your own character", https://docs.unity3d.com/Manual/Preparingacharacterfromscratch.html. [14.10.2016]
[5] Murdoch, Steven. "Agent-oriented modelling in the production of 3D character animation." Studies in Australasian Cinema 10.1 (2016): 35-52.
[6] Suma, Evan A., et al. "Rapid generation of personalized avatars." 2013 IEEE Virtual Reality (VR). IEEE, 2013.
[7] Unity 5.4 documentation. "Blend Trees". https://docs.unity3d.com/Manual/AnimationStateMachines.html. [14.10.2016]
[8] Unity 5.4 documentation. "Animation State Machines" https://docs.unity3d.com/Manual/class-BlendTree.html [14.10.2016]
[9] Unity Chan – official website. "Unity-Chan License Terms – Summarized Version 2.00" http://unitychan.com/contents/guideline_en/ [14.10.2016]
[10] Unity – Game Engine. https://unity3d.com/ [14.10.2016]
[2] Feng, Andrew, et al. "Fast, automatic character animation pipelines." Computer Animation and Virtual Worlds 25.1(2014): 3-16
[3] Haas, John. A History of the Unity Game Engine. Diss. WORCESTER POLYTECHNIC INSTITUTE.
[4] Unity 5.4 documentation. "Preparing your own character", https://docs.unity3d.com/Manual/Preparingacharacterfromscratch.html. [14.10.2016]
[5] Murdoch, Steven. "Agent-oriented modelling in the production of 3D character animation." Studies in Australasian Cinema 10.1 (2016): 35-52.
[6] Suma, Evan A., et al. "Rapid generation of personalized avatars." 2013 IEEE Virtual Reality (VR). IEEE, 2013.
[7] Unity 5.4 documentation. "Blend Trees". https://docs.unity3d.com/Manual/AnimationStateMachines.html. [14.10.2016]
[8] Unity 5.4 documentation. "Animation State Machines" https://docs.unity3d.com/Manual/class-BlendTree.html [14.10.2016]
[9] Unity Chan – official website. "Unity-Chan License Terms – Summarized Version 2.00" http://unitychan.com/contents/guideline_en/ [14.10.2016]
[10] Unity – Game Engine. https://unity3d.com/ [14.10.2016]
Article Details
Woźniak, A., & Plechawska-Wójcik, M. (2016). Performance analysis of Unity 3D environment in development of a character simulation . Journal of Computer Sciences Institute, 2, 85–88. https://doi.org/10.35784/jcsi.118
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