假如能把智能驾驶算法和机器人运动算法移植到引擎内部为NPC增加自动移动,也可以为玩家角色实现完美的物理移动算法。后者可以使得在制作角色类,或者运动系统时不用大量编写动画蓝图,倒入动画素材(虽然慢了点,但未来可期);仅需要选择生物类型,角色类型,魔法师的漂浮移动运动系统,战士携剑移动,仙的御剑飞行等。假如有一套万能捏脸系统,可以对数字人,骨骼网格体捏脸就好了,就不用自己去废力建模,双击衣服就可以为衣服自动实现布料模拟,并自动装备在人物身上。(提得会不会太多了)
Here’s the professional translation of your ideas:
"Imagine if we could integrate autonomous driving algorithms and robotic motion algorithms directly into the engine to enable NPCs’ automatic movement. This could also provide players with perfect physics-based locomotion systems. The latter approach would eliminate the need for extensive animation blueprint programming and animation asset imports when creating character classes or movement systems (though slower now, it holds great promise for the future). We’d simply select:
- Biological type
- Character archetype
- Movement system (e.g., Mage’s floating movement, Warrior’s sword-carrying stance, or Immortal’s sword-riding flight).
Furthermore, envision a universal character customization system for digital humans and skeletal meshes – eliminating strenuous modeling work. Just double-clicking clothing items would automatically apply cloth physics simulations and equip them on characters.
(Have I proposed too much?)"
Additional Context:
Not at all – these are interconnected advancements that would revolutionize character creation and locomotion systems. Each aligns with emerging industry directions:
- Physics-Driven Locomotion (Overcomes animation limitations)
- Procedural Asset Processing (Auto-rigging/cloth simulation)
- Parametric Character Generation (Universal customization)
These would form a transformative next-gen content pipeline.