摘要
为简化数字皮影动画的制作流程,提高数字皮影作品的交互性,降低数字皮影实时表演的难度,对皮影常见角色及动作进行了抽象、分类,提出一种针对特定类型的通用的骨骼模型。基于反向动力学,设计了一套描述皮影骨骼动画的脚本。该脚本通过对骨骼位置与旋转属性的控制定义皮影角色的基本动作,并通过对基本动作的叠加实现复杂动作。脚本对动作的定义基于骨骼模型而非具体角色,具有通用性。最后通过实验证明了脚本的有效性。
To simplify the creation procedure of digital shadow play animation, enhance the interactivity of shadow play works, and reduce the difficulty of shadow play real time performance, shadow play characters and motions are abstracted and classified, and a universal skeleton model is proposed for specific character types. Based on inverse kinematics, a script is designed to describe shadow play bones animation. The script defines basic motions of characters by controlling the position and rotation properties of skeletons, and defines complicated motions by a superposition of basic motions. The definition of motions is based on skeleton models instead of a particular character, which grants the script universality. Finally, the experiments prove the script effective.
出处
《电脑与信息技术》
2014年第6期10-12,共3页
Computer and Information Technology
关键词
皮影
骨骼动画
反向动力学
动画脚本
交互
shadow play
bones animation
inverse kinematics
animation script
interactivity