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三維地形中的虛擬人體行走動(dòng)畫

發(fā)布時(shí)間:2018-03-07 20:35

  本文選題:虛擬現(xiàn)實(shí) 切入點(diǎn):虛擬人體 出處:《山東大學(xué)》2009年碩士論文 論文類型:學(xué)位論文


【摘要】: 隨著虛擬現(xiàn)實(shí)技術(shù)的飛速發(fā)展和計(jì)算機(jī)動(dòng)畫的廣泛應(yīng)用,動(dòng)漫和計(jì)算機(jī)動(dòng)畫正在日益流行,動(dòng)畫制作和編輯成為一項(xiàng)重要而繁瑣的工作,如何增加動(dòng)畫制作和編輯過(guò)程中的智能性,減輕操作人員的工作量成為當(dāng)前計(jì)算機(jī)圖形領(lǐng)域的研究熱點(diǎn)之一。目前,動(dòng)畫師在設(shè)計(jì)虛擬人體的骨骼動(dòng)畫時(shí),都是直接對(duì)3D模型進(jìn)行操作。以最常見(jiàn)的關(guān)鍵幀動(dòng)畫為例,操作人員先在所有關(guān)鍵幀內(nèi)修改每塊骨骼的位置、方向,然后將關(guān)鍵幀連續(xù)插值形成動(dòng)畫。 基于上述考慮,本文提出了基于模板的動(dòng)畫制作方法,并實(shí)現(xiàn)了一個(gè)簡(jiǎn)單的行走動(dòng)畫模板系統(tǒng)。所謂動(dòng)畫模板,就是用一段腳本語(yǔ)言定義的一個(gè)兩足動(dòng)物在一般狀態(tài)下的行走動(dòng)作。本文的研究目的是將這種一般的行走姿態(tài)附著到任何兩足動(dòng)物的骨骼模型上,并可對(duì)行走姿態(tài)做風(fēng)格的改變,如改變步幅、步速、胳膊擺動(dòng)的幅度等。 本文首先對(duì)3D人體動(dòng)畫領(lǐng)域的研究現(xiàn)狀、相關(guān)知識(shí)以及常用的人體運(yùn)動(dòng)控制方法進(jìn)行了綜述。接著,詳細(xì)介紹了行走動(dòng)畫模板系統(tǒng)的設(shè)計(jì)原則和實(shí)現(xiàn)過(guò)程,并展示了初步的實(shí)驗(yàn)結(jié)果,證明系統(tǒng)的有效性和普遍性。最后,本文對(duì)實(shí)驗(yàn)結(jié)果進(jìn)行了改進(jìn),優(yōu)化了質(zhì)心運(yùn)動(dòng)軌跡的計(jì)算方法,消除了虛擬人體在行走過(guò)程中的“跳躍”現(xiàn)象。 利用本文提出的動(dòng)畫模板來(lái)設(shè)計(jì)3D圖形動(dòng)畫的好處有很多:可以幫助動(dòng)畫初學(xué)者和兒童快速、方便、直觀的生成動(dòng)畫;專業(yè)動(dòng)畫師在設(shè)計(jì)角色的運(yùn)動(dòng)姿態(tài)時(shí)也會(huì)節(jié)省大量的勞動(dòng),可在短時(shí)間修改現(xiàn)有的結(jié)果,把精力集中在運(yùn)動(dòng)姿態(tài)的設(shè)計(jì)上,而不用擔(dān)心姿態(tài)如何被表現(xiàn)出來(lái)。
[Abstract]:With the rapid development of virtual reality technology and the wide application of computer animation, animation and computer animation are becoming increasingly popular, animation production and editing has become an important and cumbersome work. How to increase the intelligence in animation production and editing process and reduce the workload of operators has become one of the research hotspots in the field of computer graphics. Taking the most common key frame animation as an example, the operator first modifies the position and direction of each skeleton in all key frames, and then interpolates the key frames continuously to form animation. Based on the above considerations, this paper proposes a template based animation production method, and implements a simple walking animation template system. A biped animal that is defined in a scripting language as walking in a normal state. The purpose of this paper is to attach this general walking posture to the skeletal model of any biped animal. It can change the style of walking posture, such as changing the stride, the speed of the step, the amplitude of arm swing and so on. In this paper, the current situation of 3D human animation research, related knowledge and common human motion control methods are reviewed. Then, the design principle and implementation process of walking animation template system are introduced in detail. The experimental results show that the system is effective and universal. Finally, this paper improves the experimental results, optimizes the calculation method of the trajectory of the centroid motion, and eliminates the phenomenon of "jumping" in the walking process of the virtual human body. There are many advantages of designing 3D graphics animation by using the animation template proposed in this paper: it can help beginners and children to generate animation quickly, conveniently and intuitively; Professional animators can also save a lot of labor in designing the motion posture of the character. They can modify the existing results in a short time and focus on the design of the motion posture without worrying about how the posture is displayed.
【學(xué)位授予單位】:山東大學(xué)
【學(xué)位級(jí)別】:碩士
【學(xué)位授予年份】:2009
【分類號(hào)】:TP391.41

【引證文獻(xiàn)】

相關(guān)期刊論文 前1條

1 樊宇;;三維動(dòng)畫制作中關(guān)于角色裝配技術(shù)與角色動(dòng)作規(guī)劃探討[J];科技資訊;2011年31期

相關(guān)碩士學(xué)位論文 前2條

1 何柳青;基于MEL的骨骼裝配技術(shù)的探討與實(shí)現(xiàn)[D];華東師范大學(xué);2010年

2 高飛;鉆井虛擬仿真系統(tǒng)的研究與實(shí)現(xiàn)[D];東北石油大學(xué);2012年



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