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Multiple Character Motion Adaptation in Virtual Cities using Procedural Animation

机译:使用程序动画在虚拟城市中进行多角色运动适应

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Every person is unique in his/her size, proportions and style of motion. Reflecting such range of variations in virtual characters is one of the principal objectives to be achieved. While it is obvious that one size dos not fit all, maintaining a huge database of animations for many characters would pose a formidable challenge. By using a systemic approach to animations, we can free the animators from making multiple animations. Our approach allows for generating animation content at runtime to reflect human versatility in virtual characters. The present research aims to use procedural animation combined with inverse kinematics (IK) and simulated physics to have character versatility in an environment where diversity is required with the purpose of having a more realistic virtual scenario, saving time with faster iterations and reducing production costs.
机译:每个人的大小,比例和动作风格都是独特的。反映虚拟字符的这种变化范围是要实现的主要目标之一。很明显,一种尺寸并不能满足所有需求,但要为许多角色保留庞大的动画数据库,将是一个巨大的挑战。通过使用系统化的动画方法,我们可以使动画制作者免于制作多个动画。我们的方法允许在运行时生成动画内容,以反映人类在虚拟角色中的多功能性。本研究旨在将过程动画与逆运动学(IK)和模拟物理学相结合,以在需要多样性的环境中实现角色的多功能性,目的是拥有更逼真的虚拟场景,以更快的迭代节省时间并降低生产成本。

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