虚拟人物情感的几何建模

V. Karabchevsky, Andrey Sergeevich Mazurov
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引用次数: 0

摘要

研究了虚拟计算机人物情感建模的方法和工具。特别注意的是三维建模的颅穹窿,下颌骨和牙齿,以及面部肌肉和舌头。建模进行了使用ZBrush程序使用信息头骨和面部肌肉的解剖结构,如枕叶和颞肌,傲慢的肌肉,压板,咬肌,小颧骨肌肉,颧大肌肌肉和肌肉提升的角度嘴,肌肉降低口的角度,举起你的上唇和机翼的鼻子,下巴肌肉和肌肉,降低了下唇。然后将得到的高多边形模型重新拓扑化,减少多边形的数量。给出了一个人物头部建模的例子。动画是在Autodesk Maya中制作的,它被许多大型电影和动画工作室采用,并且在专业3D艺术家中更常用。索具的原理(添加一个数字骨架和它的控制模型)和蒙皮(附加顶点的表面,模拟皮肤的数字骨架的相应区域)被描述。给出了基本情绪表现的解剖标志,并描述了所获得的模型对某些情绪表现的控制。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Geometric modeling of emotions of virtual characters
Methods and tools for modeling emotions of virtual computer characters are considered. Particular attention is paid to 3D modeling of the cranial vault, mandible and teeth, as well as facial muscles and tongue. Modeling was performed using the ZBrush program using information about the anatomical structure of the skull and facial muscles, such as the occipital and temporal muscles, the arrogant muscle, the depressor, the masseter muscle, the small zygomatic muscle, the zygomaticus major muscle and the muscle lifting the angle of the mouth, the muscle lowering the angle of the mouth, the muscle that lifts the upper lip and the wing of the nose, the chin muscle and the muscle that lowers the lower lip. The resulting high-poly model was then retopologized with a decrease in the number of polygons. An example of modeling the character's head is given. Animation is made in Autodesk Maya, which is adopted by many large film and animation studios and is used more often among professional 3D artists. The principles of rigging (adding a digital skeleton and its controls to the model) and skinning (attaching the vertices of the surface that simulate the skin to the corresponding areas of the digital skeleton) are described. The anatomical signs of the manifestation of basic emotions are given and the control of the obtained model for the manifestation of some emotions is described.
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