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Animating a virtual object in a virtual world

机译:在虚拟世界中对虚拟对象进行动画处理

摘要

A computer implemented method for use in animating parts of a virtual object in a virtual world, the method comprising obtaining joint data for joints associated with parts of a virtual object, joint data including length data defining a vector length from the joint to a next joint, the length data corresponding to a length of a part in the virtual world; accessing data for a target curve defining target locations for the joints of the parts of the virtual object; computing a length along the target curve equal to the length defined for a first joint from the first joint defined on the target curve to an initial target location on the target curve; computing an initial location for a second joint at the length defined for the first joint along a line through the initial target location; computing a difference between the initial location for the second joint and the initial target location; and computing a target location for the second joint on the target curve based on the computed difference and the initial target location.
机译:一种用于在虚拟世界中对虚拟对象的各个部分进行动画处理的计算机实现的方法,该方法包括获取与虚拟对象的各个部分相关联的关节的关节数据,关节数据包括定义从关节到下​​一个关节的矢量长度的长度数据。 ,对应于虚拟世界中某个部分的长度的长度数据;访问目标曲线的数据,该目标曲线定义了虚拟对象各部分的关节的目标位置;计算沿着目标曲线的长度,该长度等于为从在目标曲线上定义的第一关节到目标曲线上的初始目标位置的第一关节定义的长度;计算沿着通过初始目标位置的直线为第一关节定义的长度的第二关节的初始位置;计算第二关节的初始位置与初始目标位置之间的差;根据计算出的差值和初始目标位置,计算出目标曲线上第二关节的目标位置。

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