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Research And Implementation Of Motion Simulation Of Virtual Character Walking In Complex Three-dimensional Terrain

Posted on:2014-05-27Degree:MasterType:Thesis
Country:ChinaCandidate:J P ZhangFull Text:PDF
GTID:2268330401965846Subject:Computer software and theory
Abstract/Summary:PDF Full Text Request
With the development of computer digital media technology,3D characteranimation in a number of areas showing more and more important trends, including3Dgames,3D animation, advertising, media, military simulation training, disaster drillsand so on, more and more use of simulation techniques for character animation.Interactive virtual characters and game scenes technology has been the focus of the fieldof character animation, it directly influences the level of recognition of the people of theentire animation.The paper designs and implements the role of a file based on motion capture dataanimation feature extraction, combined with topographic information inthree-dimensional scene, to corresponding design different modifier, in order roles canautomatically adapt to the three-dimensional scene walking control with interact withthe scene, it is the function module consists of these parts: using skeletal animationtechnology for modeling the virtual role, making it the animation carrier, willperformance the BVH animation loaded.Design a interactive control method ofcharacter behavior based on the limited state machine, the different behavior of thevirtual characters divided into different states, each state corresponds to an animationbelow.The behavior of virtual characters can respond to the user’s real-time interaction,behavior logic can also be triggered by other factors in the three-dimensional scene.Design different modifier with different functions, combined with the scene information,modify the current character animation in real time in order to complete the interactivefeatures of the character animation and three-dimensional scene, the modifier canwork alone or work with other modifiers, walking control by the mixing action of IKmodifier and ratotion modifier, IK modifier extract the walking characterized of BVHanimation of walking, when the terrain change, it generated a new walking animationadapt to the change terrain of the scene by the technology combined with inversekinematics, keyframe interpolation and animation hybrid,the rotation modifier controlthe change of the rotation of virtual characters while walking.This system allows the user to create a role, and design the logical behavior of a role, and using the BVH animation data control the role walking adapt to the terrain ofthe three-dimensional scene, responding the interaction of user’s,the technique mayused in three-dimensional game when deal with the interaction between role andscene,or between role and user.
Keywords/Search Tags:character animation, finite state machine, modifier, walking control, inverse kinematics
PDF Full Text Request
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