Authoring Gibbon Brachiation in Offline and Real-time Applications
This work presents two methods for authoring motion resembling gibbon brachiation in digital content creation software: one using key-based animation in Autodesk Maya and one using physical simulation in Epic Games' Unreal Engine. Although this problem has undergone many iterations in 2D, the presented approaches generate brachiation animations in 3D.
Paper PDF (0.9 MB)
Physically-based Unreal demo (Vimeo)
Key-based Maya motion breakdown (Vimeo)