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Adaptive Humanoid Character Motion Animation

机译:自适应人形字符运动动画

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摘要

This paper presents a method for synthesizing motion of biped characters moving across uneven virtual terrain in real-time. Different motions such as walking, running, and sneaking are possible. The method is based on generating foot, pelvis, and arm trajectories and controlling the skeleton with a custom inverse kinematics (IK) algorithm. The proposed foot and pelvis trajectory models adapt to the local characteristics of the terrain the character is moving across. The proposed method generates naturally looking animation for characters walking up or down stairs and even traversing across them (one foot higher than the other).
机译:本文介绍了一种用于在实时扫过不均匀虚拟地形的双层字符的运动的方法。不同的动作,如步行,跑步和偷偷溜溜。该方法基于生成脚,骨盆和臂轨迹,并使用自定义反向运动学(IK)算法控制骨架。所提出的脚和骨盆轨迹模型适应地形的局部特征而具有角色在跨越的地形。所提出的方法生成自然看起来像行走或下楼的角色,甚至穿过它们的字符(一英尺高)。

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