摘要
为了直接利用虚拟角色表面模型进行动作编辑及运动控制,提出了一种通用的虚拟角色骨骼建模及运动控制方法.该方法通过对分块的虚拟角色表面模型进行边缘判定、关节点计算、最顶块确定,然后按层次连接各关节点生成虚拟角色骨骼模型.在此基础上根据虚拟角色行走运动模型和运动约束关系,研究了基于参数关键帧技术的运动过程动画制作、不同运动间自动插补动画的动作平滑过渡技术以及利用动作幅度权值对动作姿态的调整技术.最后,采用实时控制和路径点控制2种方式进行了虚拟角色在虚拟场景中的运动控制,取得了较好的实现效果.
To directly use virtual skin model for action editing and movement control, a general method for creating virtual actor skeleton model and controlling movement is presented. It includes judging borderlines of the block virtual skin model, calculating the joints, confirming the above block, and using the block hierarchical layout to create the skeleton model. On the basis of the research, according to the virtual actor move model and move restriction, the study puts emphasis on creating movement animation based on key frame, smoothing different movement based on automatically adding animation and controlling method of actor moving pose using amplitude power. In the end, real time control and path point control are used to control virtual actor movement in the virtual environment, which provides a satisfactory result.
出处
《东南大学学报(自然科学版)》
EI
CAS
CSCD
北大核心
2006年第5期720-724,共5页
Journal of Southeast University:Natural Science Edition
基金
东南大学校基金资助项目(9222001286)