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The Design And Realization Of Scenario Planning For Automatically Generated System Of Mobile Phone3D Animation Based On Game Engine

Posted on:2014-08-13Degree:MasterType:Thesis
Country:ChinaCandidate:M ShaoFull Text:PDF
GTID:2268330392973690Subject:Computer Science and Technology
Abstract/Summary:PDF Full Text Request
Technology of automatic generation of the whole process with a game is an ideaput forward by the Chinese Academy of Sciences Ruqian Lu, academicians, hewanted to be able to create a script through natural language, generate a game byadding elements of the game through the game script for customers to play. Thescenario planning of automatically generated of the3D mobile animation based ongame engine technology precisely this first attempt of the idea, the goal is to extractinformation from a text message, assist treat of the computer, and finally return to aninteractive animation, and lay the foundation of the whole process of automaticallygenerated of the game in the future.The technology of automatically generated of3D mobile phone animationfinally has finished the initial version after the efforts of the senior fellow apprentice.However, the system has the following two drawbacks:1、Generated files need torender to animation through the rendering software, it takes about20minutes inaverage, the longest would take more than2hours.2、The Angle of the generatedanimation is fixed, the user can not participate it through the view of character. Due tothese reasons, the system use the game engine replace maya software eventually toachieve quantitative planning part of the plot of the system.The main contribution of this paper is the following two points:First, design and implement the quantitative animation scene. The system parse thedocument generated by the plot qualitative planning module, and then realize it, itcontains the spatial planning, collision detection and the user interaction. Spatialplanning the use the BLF algorithm, this algorithm can use the free part in the scene asmuch as possible. Collision detection use the bounding box collision detection. Userinteraction has two functions, one is controlling the characters walk in the scene,another is switching the camera angle. Controlling characters need the collisiondetection with the surrounding objects to prevent people walk through the model. Theview can be switched in the default view, the first-person perspective, third-personperspective.Second, converse more than200models in the ontology library into the file gameengine be able to identify, and mainly includes model conversion, the actionconversion, the material conversion. The conversion of Action needs to set the weight between the bones and the skin. The Maya model contains particle effects which can’tbe converted directly, and finally take use of the script file of the particles produceparticle effects, and then manually add to the file.Scene quantitative calculation is the key steps to achieve the technique of theauto-generated animation, the current system has been able to run, but there are manyshortcomings, further work contains three directions:1、The model layout generate bythe BLF algorithm is not beautiful, this requires further study and improve of thespatial planning algorithm.2、Maya particle effects such as fog, cloud have notconversed, which makes it need to try.3、Qualitative planning system built on the plotof the movie, it generate the results with animated sequences, can’t have the game card,challenges and attract players like games, planning plot qualitative part need to berewrite to make it possible to generate a game story plot planning documents, andultimately generate the whole process of the game automatically.
Keywords/Search Tags:mobile phone animation automatically generated, mobile phone textmessages, scene quantitative calculation, game engine, spatial planning
PDF Full Text Request
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