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Limb coordination system for interactive computer animation of articulated characters with blended motion data

机译:具有混合运动数据的关节发音字符的交互式计算机动画的肢体协调系统

摘要

A method and apparatus for interactively controlling and coordinating the limb movements of computer-generated articulated. On- line computational methods are used for animating limb movements of articulated characters by solving associated forward and inverse kinematics problems in real time subject to multiple goals and constraints. The methods fully interactive goal-directed behaviors, such as bipedal walking, through simultaneous satisfaction of position, alignment, posture, balance, obstacle avoidance, and joint limitation constraints. Goal-based motion primitives, called synergies, coordinate sets of joint movements which separately attempt to satisfy each of the above constraints. The present methods adapt character movements on-line to accommodate uneven terrain, body modifications, or changes in the environment by automatically transforming and producing joint rotations relative to the instantaneous point of contact of the body with the world. Recorded motion data is combined with interactive control techniques to manipulate the animation of articulated figures. The methods enable computer animated characters to produce fully interactive goal-directed behaviors, while retaining qualitative characteristics of the original non-interactive motion data. Non-interactive motion capture and keyframe data, representing examples of desired character movements, are accommodated in the present animation system in three ways: 1) direct approach--non-interactive motion data used directly to specify desired body posture synergy goals as a function of time, 2) hybrid approach--non- interactive motion data and program control commands blended to specify elements of desired position, alignment and/or balance synergy goals as a function of time, and 3) template approach-- non-interactive motion data used to auto-tune adjustable parameters, enabling program control commands to generate fully interactive movements that qualitatively resemble the non-interactive motion data.
机译:一种用于交互式控制和协调计算机生成的关节运动的肢体运动的方法和装置。在线计算方法用于通过实时解决多个目标和约束条件下相关的正向和反向运动学问题来对关节角色的肢体运动进行动画处理。该方法通过同时满足位置,对齐,姿势,平衡,避障和关节限制约束,从而完全交互式地实现了针对目标的行为,例如双足步行。基于目标的运动原语(称为协同作用)协调关节运动的集合,这些运动分别尝试满足上述每个约束。本方法通过自动变换并产生相对于身体与世界的瞬时接触点的关节旋转,来在线适应角色运动以适应不平坦的地形,身体的变化或环境的变化。记录的运动数据与交互式控制技术相结合,以操纵关节动画。该方法使计算机动画角色能够产生完全交互式的目标定向行为,同时保留原始非交互式运动数据的定性特征。代表所需角色运动示例的非交互式运动捕获和关键帧数据以三种方式容纳在本动画系统中:1)直接方法-非交互式运动数据直接用于指定所需的身体姿势协同作用目标为函数时间),2)混合方法-非交互运动数据和程序控制命令混合在一起以指定所需的元素,对齐和/或平衡协同目标作为时间的函数,以及3)模板方法-非交互运动用于自动调整可调参数的数据,从而使程序控制命令可以生成完全交互式的运动,从而定性地类似于非交互式运动数据。

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