Realistic articulated character positioning and balance control in interactive environments

Y. Aydin, M. Nakajima
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引用次数: 13

Abstract

The paper addresses the problem of articulated virtual character positioning using dynamic and kinematic constraints with an emphasis on balancing. The balance of the figure is controlled using a new technique based on the precise manipulation of joint torques. Each joint contributes to the control in proportion to its influence on the balance. The method allows one to control the balance either through direct adjustment of the position of the center of mass when the environmental force interaction is negligible, or through the adjustment of the root joint torque when the center of mass does not provide any useful information. The control of the postures is reduced to some intuitive parameters, simplifying the animator's work enormously. Results are quite realistic and some are presented.
在互动环境中,逼真的角色定位和平衡控制
本文利用动态和运动学约束解决了铰接虚拟角色定位的问题,并强调了平衡。使用基于关节力矩精确操纵的新技术来控制图形的平衡。每个关节对控制的贡献与其对平衡的影响成正比。该方法允许通过在环境力相互作用可以忽略不计时直接调整质心位置来控制平衡,或者在质心没有提供任何有用信息时通过调整根关节扭矩来控制平衡。姿态的控制被简化为一些直观的参数,极大地简化了动画师的工作。结果是相当现实的,并提出了一些。
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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