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Real Player Motion Tech in 'EA Sports UFC 3'
This talk will go into detail on how the 'EA Sports UFC' team rebuilt their gameplay and animation systems around the new Real Player Motion Tech, and the advanced animation techniques developed as a part of that effort. Specifically, the talk will go into detail on the path generation and manipulation techniques used to achieve better coherence between the captured motion data and the motion requests going into RPM database query. In addition, the talk will introduce the RPM Event System, which allows for temporal constraints to be added to motion queries allowing for the full benefits of a motion database system applied to problems that require tighter controls on timing. Finally, the talk will discuss how layered techniques were applied over top of RPM to increase pose variety without interfering with the quality motion generated by RPM itself.
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