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Virtual character animations from human body motion by automatic direct and inverse kinematics-based mapping

机译:通过基于正向和逆向运动学的自动映射从人体运动产生虚拟角色动画

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摘要

Motion capture systems provide an efficient and interactive solution for extracting information related to a human skeleton, which is often exploited to animate virtual characters. When the character cannot be assimilated to an anthropometric shape, the task to map motion capture data onto the armature to be animated could be extremely challenging. This paper presents two methodologies for the automatic mapping of a human skeleton onto virtual character armatures. Kinematics chains of the human skeleton are analyzed in order to map joints, bones and end-effectors onto an arbitrary shaped armatures. Both forward and inverse kinematics are considered. A prototype implementation has been developed by using the Microsoft Kinect as body tracking device. Results show that the proposed solution can already be used to animate truly different characters ranging from a Pixar-like lamp to different kinds of animals
机译:运动捕捉系统提供了一种有效的交互式解决方案,用于提取与人体骨骼有关的信息,该信息经常被用来为虚拟角色制作动画。当无法将角色吸收为人体测量形状时,将运动捕获数据映射到要进行动画处理的电枢上的任务可能会非常具有挑战性。本文介绍了两种将人体骨骼自动映射到虚拟角色骨架的方法。分析人体骨骼的运动学链,以便将关节,骨骼和末端执行器映射到任意形状的骨架上。正向运动学和逆向运动学都考虑在内。通过使用Microsoft Kinect作为身体跟踪设备,已经开发了原型实现。结果表明,所提出的解决方案已经可以用来制作真正不同的角色的动画,范围从像皮克斯的灯到不同种类的动物

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