Set up physical settings
Set up colliders, mass, joints, and so on for your character and environments.
Interactive Character Controller by Physics-Based Motion Planning in Real-Time
No pre-motion data is required, user-generated characters are controable. You can also use a character editor to make your character move on the fly.
VCControlelr finds the motion in real time to achieve the goal as much as possible. However, the CPU load will be high.
Users can throw a ball to a character, play various games such as soccer, table tennis and tennis. However, there is a delay of about 0.5 seconds to 1 second.
If you have multiple goals in advance, you can change the importance of the goals in near real time. You can enjoy a variety of interactions.
Users can change physical parameters of the environment, such as gravity and water resistance in water, in near real time.
Users can change parameters such as muscle strength and joint angle, connect organisms to each other, hide a part of an organism's body, or change the scale of the body in almost real time.
Set up colliders, mass, joints, and so on for your character and environments.
Combine objective functions, such as "Run to the position" or "Carry Objects".
Change the character's behavior by changing its goals and parameters, or manipulate objects to interact with the character.
Yes. Outside of Unity, this controller can be accomplished by communicating physical data or Implementing this algorithm.
I've implemented physics-based motion planning algorithm, an unpublished approach.
Please contact me via email.
CEO of Attructure Inc. Masayoshi Nakamura:masayoshi.nakamura@attructure.com
I've been developing artificial life simulators: "anlife" and
artificial life observation project ARTILIFE at Dwango Co., Ltd.
In the past, I created zombie motions as an individual activity and it was featured on TV in Japan.
(movies)