Animation of a Virtual Skeleton-based Creature via Motion Retargetting
碩士 === 國立嘉義大學 === 資訊工程學系研究所 === 96 === In this thesis, we present an efficient approach to performing motion retargetting on a new creature’s skeleton that is generated by taking hierarchical evolution. A meta skeleton is created by means of crossing over two source skeletons. We use mutation to rep...
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Format: | Others |
Language: | zh-TW |
Online Access: | http://ndltd.ncl.edu.tw/handle/07127535213844772911 |
Summary: | 碩士 === 國立嘉義大學 === 資訊工程學系研究所 === 96 === In this thesis, we present an efficient approach to performing motion retargetting
on a new creature’s skeleton that is generated by taking hierarchical evolution. A meta
skeleton is created by means of crossing over two source skeletons. We use mutation to
reproduce the next-generation skeleton, in order to perform motion transition in a
seamless and smooth manner we operate survivor step to analysis motion data. In
addition to the skeleton construction of a new creature by using hierarchical evolution,
motion analysis is a required process to preserve the original motion attributes of source
objects. Spacetime constraints is taken into account in the proposed system in order to
prevent from unexpected artifacts. The proposed technique can effectively produce a
new virtual creature’s skeleton with plausible motion data, and are applicable to work
for 3D computer games and animations.
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