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Above is documentation of an interactive animation system developed in the Unity Game Engine. My goal has been to create an animation and interaction system that allows the user a high level of control of their avatar. 1600 PNGs of two legs in every possible position within 170 degrees of motion were animated, rendered, and exported from Blender. They are represented above as square pixels, carefully hand-placed in colorful matrices. Waypoints can be placed on the matrices by users, between which a small single pixel sized automata moves. Users may dynamically place waypoints, altering the movement of the automata. As she passing over each frame, their alpha values become zero, and white spaces appear on the matrices. The frame corresponding to the automata's position is displayed through the leg's movement.
Documentation of the development of a new rig for the interactive animation system. This system allows more freedom than previous versions as well as interactions with the 3D physics engine in the unity game engine. The feet and pelvis are mapped to respond to inputs from omnidirectional joysticks. Users are able to switch between controlling the rig's pelvis and legs with the use of a deterministic finite state machine.