手机3D动画中基于Kinesiology的骨骼数据计算  

Calculations of Bone Data in 3D Animation on Smartphones Based on Kinesiology

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作  者:杨勇 YANG Yong(Information Science Division,Beijing University of Techno log y,Beijing 100124,China)

机构地区:[1]北京工业大学信息学部,北京100124

出  处:《软件导刊》2018年第11期130-133,共4页Software Guide

摘  要:面向手机短信的3D动画生成系统可根据发送方短信的具体内容生成相应的3D动画并发送给接收方。在当前动画系统中只能进行单人运动规划,并不具备人物交互运动规划功能。在人物交互运动规划中,如何根据骨骼位置确定交互双方的身体姿态及规划交互双方时空关系是影响动画效果的重要因素。为此提出基于Kinesiology的骨骼数据计算方法,该方法通过预定义的交互运动定性规划语言进行规划描述,然后利用扩展的正向动力学与反向动力学计算交互双方骨骼数据,最后根据骨骼数据规划计算人物初始位置、运动路径及交互物绑定状态。实验结果表明,该方法能够有效计算并获取骨骼数据,从而自动生成对应的人物交互运动动画。The Mobile phone 3D animation automatic generation system implements the technology that automatically generates a 3D animation and sends the message with animation to the receiver according to the content of message.But the automatic generation system of mobile phones 3D animation lacks planning for interactive actions of characters.In the animation,how based on to determine the physical posture of both parties the skeletal data and plan the temporal and spatial relationship between the two parties of interactions has become the important factor that affects the animation effect.This paper presents an interactive planning method based on Kinesiology to bone data.This method based on the animation scene planning information was proposed,then the combination of forward kinematics and inverse kinematics was used to compute bone data,finally according to the skeleton data plan the initial position of people,motion path and interaction binding are computed.The experimental results show that the proposed scheme can make the characters in the animation perform more complex interactive actions.

关 键 词:3D动画 KINESIOLOGY 交互动作 骨骼数据计算 正向动力学 反向运动学 

分 类 号:TP319[自动化与计算机技术—计算机软件与理论]

 

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