Summary: | 碩士 === 國立嘉義大學 === 資訊工程學系研究所 === 98 === Generating locomotion which is capable of adapting to a specific dynamic environment for a skeleton-based virtual character is a labor-exhaustive and time-consuming task for most 3D animators. Once the environment is being changed frequently, the animators are forced to make great efforts to modify the out-of-date motions accordingly. In this thesis, we present a new procedural animation technology to rapidly synthesize the adaptive locomotion for virtual characters to walk or run in any directions on an uneven terrain within a dynamic environment. We devise practical motion models of the quadruped animals for adapting to a varied terrain in a real-time manner. While synthesizing locomotion, we choose the corresponding motion models by means of the footstep prediction of the current state in the dynamic environment, adjust the keyframes of the motion models relying on the terrain’s attributes, calculate the collision-free legs’ trajectories, and interpolate the keyframes according to the legs’ trajectories. Finally, we apply dynamic time warping to each part of motion for seamlessly concatenating all desired transition motion to complete the whole locomotion. The proposed approach reduces the time cost of producing the locomotion and takes virtual characters to fit in with dynamic environments no matter when the environments are changed by users.
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