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复杂三维地形中虚拟人的行走运动模拟研究与实现

Research and Implementation of Motion Simulation of Virtual Character Walking in Complex Three-dimensional Terrain

【作者】 张剑平

【导师】 闵帆;

【作者基本信息】 电子科技大学 , 计算机软件与理论, 2013, 硕士

【摘要】 随着计算机数字媒体技术的发展,三维角色动画在多个领域呈现出越来越重要的发展趋势,包括三维游戏三维动漫广告媒体军事上的仿真训练灾害演练等等,越来越多的使用到了角色动画的仿真技术虚拟角色和游戏场景的交互技术一直是角色动画领域的研究重点,它的效果直接影响着人们对整个动画的认可程度本文设计并实现了一种对基于运动捕获数据的文件进行虚拟角色的动画特征提取,结合三维场景中的地形信息,设计相应不同的修饰器,让角色可以自动的适应三维场景进行行走控制,并与场景进行交互,它的功能模块包括:使用骨骼动画技术对虚拟角色进行建模,使其成为动画的载体,将载入的BVH动画表现出来设计并实现了一个基于有限状态机的角色行为的交互控制方法,将虚拟角色的不同行为分为不同的状态,每个状态下面对应着一段动画该虚拟角色的行为逻辑可以响应用户的实时交互,也可以由三维场景中的其他因素进行触发改变设计不同的修饰器,不同的修饰器功能不同,结合场景信息,对当前角色动画进行实时的修改,以完成角色动画和三维场景的交互功能,修饰器可以单独作用,也可以由多个修饰器混合使用,行走控制由IK修饰器的作用和旋转修饰器混合作用,IK修饰器是提取出行走的BVH动画的行走特征,当地形发生变化时,利用逆向运动学关键帧插值技术以及动画混合技术,实时生成适应地形变化的行走动画,而旋转修饰器是控制虚拟角色在行走控制改变角色的运动朝向,两者相结合以此达到角色在复杂地形下的自适应行走控制本文可以让用户创建出一个角色,并设计角色的逻辑行为,利用运动捕获到的BVH动画数据进行三维场景下的角色自适应行走控制,也能响应和用户的实时交互,该技术可以运用在三维游戏的角色交互中

【Abstract】 With the development of computer digital media technology,3D characteranimation in a number of areas showing more and more important trends, including3Dgames,3D animation, advertising, media, military simulation training, disaster drillsand so on, more and more use of simulation techniques for character animation.Interactive virtual characters and game scenes technology has been the focus of the fieldof character animation, it directly influences the level of recognition of the people of theentire animation.The paper designs and implements the role of a file based on motion capture dataanimation feature extraction, combined with topographic information inthree-dimensional scene, to corresponding design different modifier, in order roles canautomatically adapt to the three-dimensional scene walking control with interact withthe scene, it is the function module consists of these parts: using skeletal animationtechnology for modeling the virtual role, making it the animation carrier, willperformance the BVH animation loaded.Design a interactive control method ofcharacter behavior based on the limited state machine, the different behavior of thevirtual characters divided into different states, each state corresponds to an animationbelow.The behavior of virtual characters can respond to the user’s real-time interaction,behavior logic can also be triggered by other factors in the three-dimensional scene.Design different modifier with different functions, combined with the scene information,modify the current character animation in real time in order to complete the interactivefeatures of the character animation and three-dimensional scene, the modifier canwork alone or work with other modifiers, walking control by the mixing action of IKmodifier and ratotion modifier, IK modifier extract the walking characterized of BVHanimation of walking, when the terrain change, it generated a new walking animationadapt to the change terrain of the scene by the technology combined with inversekinematics, keyframe interpolation and animation hybrid,the rotation modifier controlthe change of the rotation of virtual characters while walking.This system allows the user to create a role, and design the logical behavior of a role, and using the BVH animation data control the role walking adapt to the terrain ofthe three-dimensional scene, responding the interaction of user’s,the technique mayused in three-dimensional game when deal with the interaction between role andscene,or between role and user.

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