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Research And Implementation Of Motion Retargeting Technology For3D Character Animation

Posted on:2014-10-04Degree:MasterType:Thesis
Country:ChinaCandidate:C TangFull Text:PDF
GTID:2268330401466221Subject:Computer application technology
Abstract/Summary:PDF Full Text Request
With the rapid development of modern computer graphics and animation industry,3D character animation has been widely applied to many fields, such as movie specialeffects production,3D games, multi-media teaching and simulated war. Characteranimation, as an important branch of computer graphics, is a comprehensive subjectcovers the basic disciplines of mathematics, physics and computer science departments.Using the traditional way of making the character animation is a time-consuming andlabor-intensive work, and to create the effect of realistic character animation is a test ofthe ability and patience of animators.For these reasons, in recent year more and more people begin to pay attention toget a new animation data by modifying the existing animation data through motionediting techniques, thereby increasing the reuse of existing animation, greatly enrichedthe animation library. Motion Retargeting is one of the motion editing techniques.Motion Retargeting mapped to other roles by modifying the character animation data, sothat other actors can have the same movement. This paper analyzes the current rolesanimation motion editing techniques, combined exploration-oriented class project-character animation interactive simulation system in the practical application of theNational863Program, focuses on the following two aspects:Firstly, this paper implements the different character animation file formatsconversion. In order to use the the SKELETON format OGRE skeletal animationexploring oriented class projects to the National863Program-character animationinteractive simulation system, you first need to be converted to BVH format supportedby the system. Ogre skeletal animation, we conducted a detailed analysis anddescription, modeling and character of the motion data of the character’s skeleton-basedmodeling, to achieve this transformation.Secondly, this paper presents a method for solving the motion retargeting problem,which allows us to convert movements between characters with heterogeneoustopologies. This paper focuses on the core issue of how to create a joint mappingbetween the source skeleton and the target skeleton, adjust the source skeletal’s initial attitude, adjust the root node’s translation data, adjust the motion data and constructCartesian constraints and physical constraints, then gives a complete set of algorithmicprocess, and ultimately passed the test proving that the algorithm can be retargeted tothe character with heterogeneous topologies, and the target animation has no distortion,to prove the feasibility of the proposed algorithm.
Keywords/Search Tags:character animation, motion editing, motion retargeting, differenttopological structures, format conversion
PDF Full Text Request
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