Accessible Real-Time Animation in the Game Creator Application
๐ฎ Bringing 2D Characters to Life: Advanced Animation Techniques! ๐
In this project, users can animate characters by pointing to any part of the character in the main animation scene and selecting an animation type from a button palette at the top of the screen.
๐น How It Works:
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Users select a part of the character to animate ๐ญ
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The system generates an underlying triangle mesh using the sprite as a texture ๐ผ๏ธ
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Animations are applied using mesh deformations and vertex shader effects ๐จ
๐ฌ Animation Process:
๐ข Step 1: The 2D image is imported into the system. Using the Marching Squares algorithm, the characterโs outline is extracted.
๐ข Step 2: Using the ear-clipping method, a primary triangulation of the character is created.
๐ข Step 3: A final triangulation is applied to regularize the mesh.
๐ข Step 4: Weights are assigned to triangle vertices using breadth-first propagation. The nearest vertex to the userโs selection gets weight 0, and other vertices receive values based on distance and neighboring connections.
๐ข Step 5: In the vertex shader, animation effects are applied using a Gaussian kernel function of weight and time. Users select animation styles via buttons in the UI.
๐จ This method allows smooth and dynamic animation while maintaining a lightweight computational cost, bringing 2D characters to life!
๐ Special Thanks:
A huge thanks to ETH Game Technology Center for having me as an intern during Summer 2019! Your support and mentorship were invaluable.

