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Produce Character Animation Using Skinned Mesh Approach

Posted on:2008-04-04Degree:MasterType:Thesis
Country:ChinaCandidate:L WuFull Text:PDF
GTID:2178360212484922Subject:Software engineering
Abstract/Summary:PDF Full Text Request
In today's computer animation with a wide range of applications, regardless of games, films or virtual reality, it's been around the scene. As part of the computer animation, character animation now becomes a hot field. Because of the complexity of both the human body joints others, or between the skin, sports figures with the campaign will be different in different figures to realistic simulation exercise, so we should consider not only the logic of action figures, we should also handle such organizations as the skin deformation, which is quite difficult.This paper studies the encountered problems and the solutions in producing realistic characters animation.First, under the Motion Capture equipment sports figures obtained data. However, as the equipment itself imprecision leads to significant physical deformation error, not even suited to the human body. Therefore, we need to amend the data movement. By adding physical constraints, let the movement accord to common sense.Then, bind the movement of data with the human model and created real-time animation of human skin bones. Those three main approaches: pose space deformation, shape by example, multi-weights enveloping. This paper compares the three approaches, and describe their advantage and inadequate separately. At last, we give an example used multi-weights enveloping.
Keywords/Search Tags:character animation, skinned mesh animation, physics restriction, multi-weight evaluation
PDF Full Text Request
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