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Implementation of a Finite State Machine for Character Animation Transitions in Unity-Based 3D Games Muhammad Fairul Filza; Ahmad Zaid Rahman; Nadea Cipta Laksmita; Haryoko; Jedidta Adoni Saputra
SMART : Jurnal Teknologi Informasi dan Komputer Vol. 4 No. 2 (2025): July - December
Publisher : Gayaku Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58222/sj.v4i2.1808

Abstract

A responsive character animation system with smooth transitions is a crucial factor in creating a high-quality and immersive gameplay experience. A common issue that frequently arises is animation that appears rigid or unnatural when a character switches from one action to another. This study aims to implement a Finite State Machine (FSM) to manage player character animation transitions in the game Legacy of the Sunstone. The method employed is a Hierarchical Finite State Machine (HFSM) with Moore Machine characteristics, in which the output in the form of animation is determined by the currently active state at a given time. The implementation was carried out using the Unity Engine and applied the State Pattern to establish a structured, modular, and maintainable code architecture. The CrossFadeInFixedTime technique was utilized to achieve smooth animation blending between states with configurable transition durations. The developed FSM system consists of two main categories: Locomotion states, including Idle, Movement, Jump, Falling, and Crouch, and Combat states, including Aim, Melee, and Takedown. System testing can be conducted using Black Box Testing through an iterative approach across 13 test scenarios that cover all functional requirements of the system.
Otomatisasi Efek Follow-Through dan Overlapping Action pada Animasi 3D Berbasis Offset Keyframe F-Curve Prosedural dan Simulasi Mass-Spring-Damper Menggunakan Blender Ahmad Zaid Rahman; Muhammad Fairul Filza; Buyut Khoirul Umri
JURNAL INFORMATIKA Vol 15, No 1 (2026): Jurnal Informatika
Publisher : Informatics Engineering Department, Dayanu Ikhsanuddin University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55340/jiu.v15i1.2678

Abstract

Produksi animasi 3D modern semakin menuntut efisiensi alur kerja tanpa mengorbankan kualitas gerak karakter. Penelitian ini mengusulkan pendekatan prosedural berbasis F-Curve untuk mengotomasi prinsip follow-through dan overlapping action secara langsung pada domain keyframe tanpa modifikasi mesh dan tanpa baking destruktif yang diimplementasikan sebagai add-on Python "Overlapping Animation v5.0" dalam lingkungan Blender 3D. Pendekatan ini hadir sebagai respons terhadap dua keterbatasan utama: implementasi manual yang membutuhkan waktu lama dan membatasi fleksibilitas revisi, serta metode berbasis spring yang ada seperti Velocity Skinning dan Spring Decomposed Skinning yang memerlukan modifikasi pada level skinning mesh sehingga tidak aksesibel bagi animator independen. Add-on dikembangkan dengan tiga mode : (1) Keyframe Offset berbasis hierarki tulang, (2) Overshoot parametrik, dan (3) simulasi fisika Mass-Spring Damper (MSD) langsung pada data F-Curve tanpa baking destruktif. Kebaruan utama terletak pada pendekatan prosedural berbasis F-Curve yang memanipulasi domain keyframe secara langsung sebagai ruang kerja yang familiar bagi animator, menghasilkan kurva animasi yang dapat diedit ulang dengan mekanisme reset penuh karakteristik yang tidak dimiliki metode berbasis skinning mesh. Eksperimen pada karakter Snow v2 menunjukkan mode Keyframe Offset mencapai penghematan 90,2% densitas keyframe (20 berbanding 204 dari baking konvensional), Sementara mode MSD Physics menghasilkan ≈1.250 keyframe dengan hasil simulasi yang dievaluasi terhadap kurva referensi manual animator senior (MSDeval 0,0011), nilai tersebut merepresentasikan kedekatan terhadap kurva referensi, bukan akurasi fisika yang tervalidasi secara eksternal. Seluruh mode mempertahankan kemampuan reset penuh, menawarkan alternatif non-destruktif dan art-directable yang aksesibel bagi animator independen dalam produksi animasi prosedural.