Abstract

Games and 3D movies are mostly supported by realistic character animation performance. The behaviour of the humanoid character it is depend on the motion data itself. Therefore the complexity of character movement will determine the realism of their behaviour. Generally, Motion Capture device will provide the raw data that previously recorded from human/actor movement. However there are some problems remains challenges such as controller, physic effect, or motion combination. Our proposed approach will read the data from motion capture device then transformed into realistic behaviour in virtual environment. However, there are few difficulties on realizing this idea, such as user objective and the appropriate behaviour of virtual human. Therefore, we solve this issue by providing the biped control to overcome the complexity of motion synthesis data when it will be applied into character animation. The controller is capable to perform motion blending with inverse and forward kinematics, as a result it able to generate the realistic behaviour along with user intention. There is three main behaviour walking, steady and jogging that has value 0-100. As a result of experiment, the biped interface control is able to read data from motion capture then load and control the virtual human by manipulating the joint forces power in every movement of the characters. As future works, the external physical forces can be added as additional forces in humanoid model to provide certain effect such as: falling down, jumping or kicking and punching to generate realistic motion synthesis.

Highlights

  • Animation is the transition of picture in order to produce a realistic movement

  • This paper aims to solve the research gap on animation control by providing an interface called biped control that can transform the motion capture data into playable action of humanoid character such as walking, jogging or even strut behaviour

  • The proposed biped control interface has demonstrated its capability and usefulness to some extent successfully; it can help to animate the humanoid model without specifying the position of body parts for each key frame

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Summary

Introduction

Animation is the transition of picture in order to produce a realistic movement. Animation can be produced in the form of two-Dimensional (2D) or three-Dimensions (3D). Some of previous research builds human models using the concept of hierarchical geometric modelling of objects. This is bound to change the model of human aims to be simple so that it can perform different movements. The process to animate human model based on hierarchy concept can be done by distributing each human body toward certain node according to the tree level as described in hierarchy model. The first position for each node has been determined according to the appropriate position that can connect all body parts correctly[2]

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