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Research And Implementation Of The Key Technologies Of3D Character Animation

Posted on:2013-10-06Degree:MasterType:Thesis
Country:ChinaCandidate:H LiuFull Text:PDF
GTID:2248330374489434Subject:Computer Science and Technology
Abstract/Summary:PDF Full Text Request
With the rapid development of virtual reality,3D character animation as an important part of virtual reality has been widely used in many areas such as3D games, construction planning, entertainment, medical simulation and etc. The making of animation mainly contains the creation of the role model and control of the movement. The motion control can be divided into path planning and the production of animated action. In the three-dimensional virtual reality visual simulation, the simulation of3D character animation not only involves the fineness of the model, the realism of the animation, the problem of real-time rendering, but also has to resolve many other difficulties such as the path planning, collision detection and avoidance.Based on computer graphics, computer animation and the research on key technologies, in this paper we complete the simulation of visual character animation in the station environment. The main research achievements are listed as follows:(1)In this paper, we use skeletal animation algorithm and complete the creation of the source files of3D character skeleton animation in the3dsMax modeling software. The main task includes creating the grid, adding the bones, skinning and editing the envelope. Then using motion capture technology to obtain a series of motion data of the B VH format, by optimizing and retargeting we use the data to drive the skeleton model to move.(2)In this paper, we introduce the principles and ideas of robot path planning to make the overall path plan for the3D character. Firstly we get the three-dimensional virtual scene projected onto the2D plane and divide our search area into a square grid, then use A*path-finding algorithm to find out a global initialization motion path which avoids all the static obstacles for the virtual human from the starting point to the target point. Besides at the turning points of the path, we divide the large angles into small ones to make the turning movements more smooth and natural.(3)This paper is based on the principle of "the single-step interference detection" to make dynamic path plan for the3D characters. We use AABBs bounding box algorithm which is much simpler and faster to detect the collision between the dynamic3D characters and develop the collision avoidance strategy.(4)In the OSG real-time rendering engine, a three-dimensional simulation of3D character animation on the railway station platform is realized, which greatly increases the vividness, interaction and the sense of reality of the virtual scene.
Keywords/Search Tags:skeletal animation, motion capture, path planning, collision detection, OSG
PDF Full Text Request
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