A Motion Capture Calibration System for Production of Character in Game and Animation
碩士 === 南台科技大學 === 多媒體與電腦娛樂科學系 === 98 === In the recent years, many CG industry are trying to create some character animation tools to improve their project‗s working pipeline, and Motion Capture is one of them. It gives the better result for the game and animation project. But this kind of system ha...
Main Authors: | , |
---|---|
Other Authors: | |
Format: | Others |
Language: | zh-TW |
Published: |
2010
|
Online Access: | http://ndltd.ncl.edu.tw/handle/36738550443216255249 |
id |
ndltd-TW-098STUT8641002 |
---|---|
record_format |
oai_dc |
spelling |
ndltd-TW-098STUT86410022016-11-22T04:13:27Z http://ndltd.ncl.edu.tw/handle/36738550443216255249 A Motion Capture Calibration System for Production of Character in Game and Animation 應用於遊戲及動畫角色製作的動作擷取器校正系統 San-li Yu 游三立 碩士 南台科技大學 多媒體與電腦娛樂科學系 98 In the recent years, many CG industry are trying to create some character animation tools to improve their project‗s working pipeline, and Motion Capture is one of them. It gives the better result for the game and animation project. But this kind of system has some problems and there‘s still no enough solution to help the 3D users to take care of it. One of the main issues is the retarget system. The animators have to open the second 3D application to receive the Motion capture streaming data for activating their own characters. This cost memories and the users have to spend time for the second application training. And the other main problem is the proportion. If the computer model has different proportions from the animator, then their body segments will intersects to each other easily. For example, some cartoon characters have special figure, like long arms and a large head. The geometry of hands and head will intersect to each other many times. This could take animators into nightmare when they retarget the Motion Capture data to their cartoon characters. The thesis tries to solve the proportion problem from the special characters like cartoon. We try to combine the collision detection with LOD methods to solve the problem. We use the Low polygon model to detect the collision, and high polygon used to do other interacts like sliding or Stop follow. In this paper will see the calibration demonstration of our solution. 張華城 2010 學位論文 ; thesis 107 zh-TW |
collection |
NDLTD |
language |
zh-TW |
format |
Others
|
sources |
NDLTD |
description |
碩士 === 南台科技大學 === 多媒體與電腦娛樂科學系 === 98 === In the recent years, many CG industry are trying to create some character animation tools to improve their project‗s working pipeline, and Motion Capture is one of them. It gives the better result for the game and animation project. But this kind of system has some problems and there‘s still no enough solution to help the 3D users to take care of it. One of the main issues is the retarget system. The animators have to open the second 3D application to receive the Motion capture streaming data for activating their own characters. This cost memories and the users have to spend time for the second application training. And the other main problem is the proportion. If the computer model has different proportions from the animator, then their body segments will intersects to each other easily. For example, some cartoon characters have special figure, like long arms and a large head. The geometry of hands and head will intersect to each other many times. This could take animators into nightmare when they retarget the Motion Capture data to their cartoon characters. The thesis tries to solve the proportion problem from the special characters like cartoon. We try to combine the collision detection with LOD methods to solve the problem. We use the Low polygon model to detect the collision, and high polygon used to do other interacts like sliding or Stop follow. In this paper will see the calibration demonstration of our solution.
|
author2 |
張華城 |
author_facet |
張華城 San-li Yu 游三立 |
author |
San-li Yu 游三立 |
spellingShingle |
San-li Yu 游三立 A Motion Capture Calibration System for Production of Character in Game and Animation |
author_sort |
San-li Yu |
title |
A Motion Capture Calibration System for Production of Character in Game and Animation |
title_short |
A Motion Capture Calibration System for Production of Character in Game and Animation |
title_full |
A Motion Capture Calibration System for Production of Character in Game and Animation |
title_fullStr |
A Motion Capture Calibration System for Production of Character in Game and Animation |
title_full_unstemmed |
A Motion Capture Calibration System for Production of Character in Game and Animation |
title_sort |
motion capture calibration system for production of character in game and animation |
publishDate |
2010 |
url |
http://ndltd.ncl.edu.tw/handle/36738550443216255249 |
work_keys_str_mv |
AT sanliyu amotioncapturecalibrationsystemforproductionofcharacteringameandanimation AT yóusānlì amotioncapturecalibrationsystemforproductionofcharacteringameandanimation AT sanliyu yīngyòngyúyóuxìjídònghuàjiǎosèzhìzuòdedòngzuòxiéqǔqìxiàozhèngxìtǒng AT yóusānlì yīngyòngyúyóuxìjídònghuàjiǎosèzhìzuòdedòngzuòxiéqǔqìxiàozhèngxìtǒng AT sanliyu motioncapturecalibrationsystemforproductionofcharacteringameandanimation AT yóusānlì motioncapturecalibrationsystemforproductionofcharacteringameandanimation |
_version_ |
1718397360768286720 |