有形的和模块化的输入设备的字符衔接

Alec Jacobson, Daniele Panozzo, O. Glauser, C. Pradalier, Otmar Hilliges, O. Sorkine-Hornung
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引用次数: 62

摘要

交互式表达虚拟3D角色是计算机动画和几何建模的核心。表达性的表达需要控制许多自由度:最常见的是内部骨骼的关节角度。我们引入了一个在飞行中组装的物理输入设备来直接控制任何角色的骨架。使用传统的鼠标和键盘输入,动画师必须依赖间接方法,例如逆运动学或将复杂和集成的运动分解为较小的顺序操作-例如,迭代地定位骨骼层次结构的每个骨骼。虽然直接操作鼠标和触摸界面在2D中是成功的[Shneiderman 1997],但2D输入的3D交互是病态的,因此更具挑战性。具有2D界面的成功商业产品,例如Autodesk的Maya,具有众所周知的陡峭学习曲线,并且需要特定界面的培训。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Tangible and modular input device for character articulation
Interactively articulating virtual 3D characters lies at the heart of computer animation and geometric modeling. Expressive articulation requires control over many degrees of freedom: most often the joint angles of an internal skeleton. We introduce a physical input device assembled on the fly to control any character's skeleton directly. With traditional mouse and keyboard input, animators must rely on indirect methods such as inverse kinematics or decompose complex and integrated motions into smaller sequential manipulations---for example, iteratively positioning each bone of a skeleton hierarchy. While direct manipulation mouse and touch interfaces are successful in 2D [Shneiderman 1997], 3D interactions with 2D input are ill-posed and thus more challenging. Successful commercial products with 2D interfaces, e.g. Autodesk's Maya, have notoriously steep learning curves and require interface-specific training.
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