Layered construction for deformable animated characters

John E. Chadwick, D. Haumann, Richard E. Parent
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引用次数: 506

Abstract

A methodology is proposed for creating and animating computer generated characters which combines recent research advances in robotics, physically based modeling and geometric modeling. The control points of geometric modeling deformations are constrained by an underlying articulated robotics skeleton. These deformations are tailored by the animator and act as a muscle layer to provide automatic squash and stretch behavior of the surface geometry. A hierarchy of composite deformations provides the animator with a multi-layered approach to defining both local and global transition of the character's shape. The muscle deformations determine the resulting geometric surface of the character. This approach provides independent representation of articulation from surface geometry, supports higher level motion control based on various computational models, as well as a consistent, uniform character representation which can be tuned and tweaked by the animator to meet very precise expressive qualities. A prototype system (Critter) currently under development demonstrates research results towards layered construction of deformable animated characters.
分层结构可变形的动画人物
结合机器人技术、物理建模和几何建模的最新研究进展,提出了一种创建和动画计算机生成角色的方法。几何建模变形的控制点受到底层关节机器人骨架的约束。这些变形由动画师定制,并充当肌肉层,以提供表面几何形状的自动挤压和拉伸行为。复合变形的层次结构为动画师提供了一种多层方法来定义角色形状的局部和全局过渡。肌肉变形决定了最终的人物几何表面。这种方法提供了来自表面几何的独立表达,支持基于各种计算模型的更高级别的运动控制,以及一致的,统一的角色表示,可以由动画师调整和调整,以满足非常精确的表达质量。目前正在开发的一个原型系统(Critter)展示了对可变形动画角色分层构建的研究成果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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