Environment-adopting locomotion controller for quadruped characters

碩士 === 國立嘉義大學 === 資訊工程學系研究所 === 102 === Both 3D computer games and animations always require diverse characters to enhance the content of the play. Regardless of how a character is used in games or animations, locomotion is required for each moving character. In this thesis, we intent to exert anima...

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Bibliographic Details
Main Authors: Dingjie Su, 蘇鼎傑
Other Authors: Tainchi Lu
Format: Others
Language:zh-TW
Online Access:http://ndltd.ncl.edu.tw/handle/67761998277065277849
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spelling ndltd-TW-102NCYU53920222016-03-09T04:30:46Z http://ndltd.ncl.edu.tw/handle/67761998277065277849 Environment-adopting locomotion controller for quadruped characters 四足角色之環境可適性運動控制技術 Dingjie Su 蘇鼎傑 碩士 國立嘉義大學 資訊工程學系研究所 102 Both 3D computer games and animations always require diverse characters to enhance the content of the play. Regardless of how a character is used in games or animations, locomotion is required for each moving character. In this thesis, we intent to exert animation and robotic technologies to make character locomotion look more plausible, and to be able to correspond to the moving controls, including changing moving speed, turning, and adapting the varying environment with little user effort instead of purely handcrafting. We first utilize the kinematic-based method to determine proper gaits and foot poses. Second, we propose the spine model, which consists of the spine state machine and force calculation, to simulate flexible spine motion with the corresponding gaits and foot poses. In addition, PID controller is taken into consideration to calacuate torque within the spine joints for facilitating the motion simulation of the spine. From the experimental results, we show that the proposed method is able to provide the flexible and feasible locomotion of quadrupedal characters no matter how a user controls the quadruped character moving in a variable speed or on an uneven terrain interactively. Tainchi Lu 盧天麒 學位論文 ; thesis 51 zh-TW
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language zh-TW
format Others
sources NDLTD
description 碩士 === 國立嘉義大學 === 資訊工程學系研究所 === 102 === Both 3D computer games and animations always require diverse characters to enhance the content of the play. Regardless of how a character is used in games or animations, locomotion is required for each moving character. In this thesis, we intent to exert animation and robotic technologies to make character locomotion look more plausible, and to be able to correspond to the moving controls, including changing moving speed, turning, and adapting the varying environment with little user effort instead of purely handcrafting. We first utilize the kinematic-based method to determine proper gaits and foot poses. Second, we propose the spine model, which consists of the spine state machine and force calculation, to simulate flexible spine motion with the corresponding gaits and foot poses. In addition, PID controller is taken into consideration to calacuate torque within the spine joints for facilitating the motion simulation of the spine. From the experimental results, we show that the proposed method is able to provide the flexible and feasible locomotion of quadrupedal characters no matter how a user controls the quadruped character moving in a variable speed or on an uneven terrain interactively.
author2 Tainchi Lu
author_facet Tainchi Lu
Dingjie Su
蘇鼎傑
author Dingjie Su
蘇鼎傑
spellingShingle Dingjie Su
蘇鼎傑
Environment-adopting locomotion controller for quadruped characters
author_sort Dingjie Su
title Environment-adopting locomotion controller for quadruped characters
title_short Environment-adopting locomotion controller for quadruped characters
title_full Environment-adopting locomotion controller for quadruped characters
title_fullStr Environment-adopting locomotion controller for quadruped characters
title_full_unstemmed Environment-adopting locomotion controller for quadruped characters
title_sort environment-adopting locomotion controller for quadruped characters
url http://ndltd.ncl.edu.tw/handle/67761998277065277849
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AT sūdǐngjié sìzújiǎosèzhīhuánjìngkěshìxìngyùndòngkòngzhìjìshù
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