摘要
针对传统三维虚拟动画模型方法中行为控制数据点识别水平低下的问题,设计一种三维虚拟动画设计中的角色建模与行为控制方法。采用动力学方式,以物理引擎为基础,建立角色骨骼模型,并采用ODE开源物理引擎模拟关节运动轨迹,完成效果的实时渲染。实验结果表明,与传统方法相比,所提方法在角色行为控制的过程中所采集到的数据点更加密集,动画效果更加逼真,具有极高的有效性及优越性。
In allusion to the low recognition level of behavioral control data points in the traditional 3 D virtual animation model method,a method of character modeling and behavior control in the 3 D virtual animation design is designed. The skeleton model of the character is built on the basis of the physics engine and by means of the dynamics mode,and the joint movement trajectory is simulated by the ODE open source physics engine to complete the real-time rendering of the effect. The experimental results show that,in comparison with the traditional method,the data points collected by the proposed method in the process of character behavior control are more intensive,and the animation effect is more realistic. It has very high efficiency and superiority.
作者
于兵科
YU Bingke(Xijing University,Xi’an 710123,China)
出处
《现代电子技术》
北大核心
2020年第10期108-110,共3页
Modern Electronics Technique
基金
国家自然科学基金项目(61461033)。
关键词
三维虚拟动画
动画设计
角色建模
行为控制
实时渲染
仿真实验
3D virtual animation
animation design
character modeling
behavior control
real-time rendering
simulation experiment