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三维地形中的虚拟人体行走动画

发布时间:2018-03-07 20:35

  本文选题:虚拟现实 切入点:虚拟人体 出处:《山东大学》2009年硕士论文 论文类型:学位论文


【摘要】: 随着虚拟现实技术的飞速发展和计算机动画的广泛应用,动漫和计算机动画正在日益流行,动画制作和编辑成为一项重要而繁琐的工作,如何增加动画制作和编辑过程中的智能性,减轻操作人员的工作量成为当前计算机图形领域的研究热点之一。目前,动画师在设计虚拟人体的骨骼动画时,都是直接对3D模型进行操作。以最常见的关键帧动画为例,操作人员先在所有关键帧内修改每块骨骼的位置、方向,然后将关键帧连续插值形成动画。 基于上述考虑,本文提出了基于模板的动画制作方法,并实现了一个简单的行走动画模板系统。所谓动画模板,就是用一段脚本语言定义的一个两足动物在一般状态下的行走动作。本文的研究目的是将这种一般的行走姿态附着到任何两足动物的骨骼模型上,并可对行走姿态做风格的改变,如改变步幅、步速、胳膊摆动的幅度等。 本文首先对3D人体动画领域的研究现状、相关知识以及常用的人体运动控制方法进行了综述。接着,详细介绍了行走动画模板系统的设计原则和实现过程,并展示了初步的实验结果,证明系统的有效性和普遍性。最后,本文对实验结果进行了改进,优化了质心运动轨迹的计算方法,消除了虚拟人体在行走过程中的“跳跃”现象。 利用本文提出的动画模板来设计3D图形动画的好处有很多:可以帮助动画初学者和儿童快速、方便、直观的生成动画;专业动画师在设计角色的运动姿态时也会节省大量的劳动,可在短时间修改现有的结果,把精力集中在运动姿态的设计上,而不用担心姿态如何被表现出来。
[Abstract]:With the rapid development of virtual reality technology and the wide application of computer animation, animation and computer animation are becoming increasingly popular, animation production and editing has become an important and cumbersome work. How to increase the intelligence in animation production and editing process and reduce the workload of operators has become one of the research hotspots in the field of computer graphics. Taking the most common key frame animation as an example, the operator first modifies the position and direction of each skeleton in all key frames, and then interpolates the key frames continuously to form animation. Based on the above considerations, this paper proposes a template based animation production method, and implements a simple walking animation template system. A biped animal that is defined in a scripting language as walking in a normal state. The purpose of this paper is to attach this general walking posture to the skeletal model of any biped animal. It can change the style of walking posture, such as changing the stride, the speed of the step, the amplitude of arm swing and so on. In this paper, the current situation of 3D human animation research, related knowledge and common human motion control methods are reviewed. Then, the design principle and implementation process of walking animation template system are introduced in detail. The experimental results show that the system is effective and universal. Finally, this paper improves the experimental results, optimizes the calculation method of the trajectory of the centroid motion, and eliminates the phenomenon of "jumping" in the walking process of the virtual human body. There are many advantages of designing 3D graphics animation by using the animation template proposed in this paper: it can help beginners and children to generate animation quickly, conveniently and intuitively; Professional animators can also save a lot of labor in designing the motion posture of the character. They can modify the existing results in a short time and focus on the design of the motion posture without worrying about how the posture is displayed.
【学位授予单位】:山东大学
【学位级别】:硕士
【学位授予年份】:2009
【分类号】:TP391.41

【引证文献】

相关期刊论文 前1条

1 樊宇;;三维动画制作中关于角色装配技术与角色动作规划探讨[J];科技资讯;2011年31期

相关硕士学位论文 前2条

1 何柳青;基于MEL的骨骼装配技术的探讨与实现[D];华东师范大学;2010年

2 高飞;钻井虚拟仿真系统的研究与实现[D];东北石油大学;2012年



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