{"title":"基于行为的角色动画生成合成","authors":"Yingwei Liang, Xiaomeng Yang","doi":"10.1109/ICSESS.2015.7339232","DOIUrl":null,"url":null,"abstract":"We make a research on an implementation method related to how virtual characters achieve object operations in narrative story. Through an automatic generation method, tetrahedral parameterization is produced. This is used to realize the process of interpolation in motion blending. Similarly, an improved path finding algorithm is given by us to guide the character to avoid obstacles. The compound behaviors derived from the sematic-narrative story can be generated by the combination of locomotion, reaching, grasping. Through these sub-motions, the character animation is achieved. The behaviors-based synthesis for character animation generation, demonstrated by us, is supposed to be adopted for animation and game production.","PeriodicalId":335871,"journal":{"name":"2015 6th IEEE International Conference on Software Engineering and Service Science (ICSESS)","volume":"30 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2015-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Behaviors-based synthesis for character animation generation\",\"authors\":\"Yingwei Liang, Xiaomeng Yang\",\"doi\":\"10.1109/ICSESS.2015.7339232\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"We make a research on an implementation method related to how virtual characters achieve object operations in narrative story. Through an automatic generation method, tetrahedral parameterization is produced. This is used to realize the process of interpolation in motion blending. Similarly, an improved path finding algorithm is given by us to guide the character to avoid obstacles. The compound behaviors derived from the sematic-narrative story can be generated by the combination of locomotion, reaching, grasping. Through these sub-motions, the character animation is achieved. The behaviors-based synthesis for character animation generation, demonstrated by us, is supposed to be adopted for animation and game production.\",\"PeriodicalId\":335871,\"journal\":{\"name\":\"2015 6th IEEE International Conference on Software Engineering and Service Science (ICSESS)\",\"volume\":\"30 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2015-11-30\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2015 6th IEEE International Conference on Software Engineering and Service Science (ICSESS)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICSESS.2015.7339232\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2015 6th IEEE International Conference on Software Engineering and Service Science (ICSESS)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICSESS.2015.7339232","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Behaviors-based synthesis for character animation generation
We make a research on an implementation method related to how virtual characters achieve object operations in narrative story. Through an automatic generation method, tetrahedral parameterization is produced. This is used to realize the process of interpolation in motion blending. Similarly, an improved path finding algorithm is given by us to guide the character to avoid obstacles. The compound behaviors derived from the sematic-narrative story can be generated by the combination of locomotion, reaching, grasping. Through these sub-motions, the character animation is achieved. The behaviors-based synthesis for character animation generation, demonstrated by us, is supposed to be adopted for animation and game production.