Font Size: a A A

Research On Editing And Generation Of Three-Dimensional Human Skeleton Motion Data

Posted on:2016-01-26Degree:MasterType:Thesis
Country:ChinaCandidate:T L ZhangFull Text:PDF
GTID:2308330476950923Subject:Software engineering
Abstract/Summary:PDF Full Text Request
With the development of motion capture technology, motion capture data has been widely used in computer animation(role animation), movies, games and other fields and achieved great success. Usually, Motion capture was captured for a specific person in a particular scene, it is difficult to apply to changed scenes, at the same time, because of the complexity of human motion, motion capture data reuse has brought great difficulties. Recently, the new motion sequences generated by the existing sequences of motion, and the reuse of the motion capture data become a hot spot. In this paper, we studied the pose editing and motion sequence generation of the captured human skeletal movement data. The concrete contents were as follows.(1) Editing the single frame motion posture. The captured motion data captured by the motion capture system applies to a fixed environment, in order to improve the motion capture data reusability, through the original data for single frame editing position to adapt to the changing environment. Specific ways was through the man-machine interaction with the reverse movement of the students into the target pose. Firstly, motion capture BVH format data joint angle to the joint position of the transformation, human-computer interaction through the setting of the extremities target position, followed by impro ved CCD algorithm to complete editing single frame motion posture, realistic generation of the target pose a higher degree.(2) Generation of motion sequences. After the target pose is obtained, the movement sequence between the starting target pose and the end target pose is generated, and the generated motion sequence is generated by connecting the existing motion data fragments. Firstly, we calculate the distance between frames by quaternion distance formula, so as to judge the similarity between motion post ure, to get to connect the motion clips and keep the junction fragment after natural. Two kinds of connection methods were studied, they were simple connection and smooth transition of the. Simple connection to be filled with fragments placed between the initial position and posture can be realized; and for a smooth transition connection is based on motion capture data interpolation, to meet the motion sequences of different conditions were used to smooth transition interpolation and overlapping fusion in value to ensure motion sequences in the space-time.To sum up, this paper studies the based on motion capture data of human motion pose editing and motion sequences generation involves some key technology to improve the existing motion data can be reuse, make the existing motion data can better adapt to the skeletal motion for character animation production.
Keywords/Search Tags:Skeletal animation, Motion capture data, Reusability, Inverse kinematics, Motion connection, Interpolation
PDF Full Text Request
Related items