Abstract

Computer 3D character animation essentially is a product, which is combined with computer graphics and robotics, physics, mathematics, and the arts. It is based on computer hardware and graphics algorithms and related sciences rapidly developed new technologies. At present, the mainstream character animation technology is based on the artificial production of key technologies and capture frames based on the motion capture device technology. 3D character animation is widely used not only in the production of film, animation, and other commercial areas but also in virtual reality, computer-aided education, flight simulation, engineering simulation, military simulation, and other fields. In this paper, we try to study physics based character animation to solve these problems such as poor real-time interaction that appears in the character, low utilization rate, and complex production. The paper deeply studied the kinematics, dynamics technology, and production technology based on the motion data. At the same time, it analyzed ODE, PhysX, Bullet, and other variety of mainstream physics engines and studied OBB hierarchy bounding box tree, AABB hierarchical tree, and other collision detection algorithms. Finally, character animation based on ODE is implemented, which is simulation of the motion and collision process of a tricycle.

Highlights

  • This article, in order to deal with the issues of poor real-time performance, low utilization rate, and complicated procedure, existing during the process of producing character animation, does research on the character animation simulation method based on physics engine and uses an example to implement the method

  • There are various animation production methods, which can be categorized as follows [3]: Use the following formula to express the basic principles of the inverse kinematics [6]: ΔX = JΔθ

  • Formula (1) is the basic formula of the inverse kinematics, in which ΔX is the displacement of the end of the joint chain, Δθ is the rotate angle of the end of the joint chain, and J is the Jacobian matrix

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Summary

Research Background and Significance

The mainstream animation production technologies are key frame technology based on artificial production and motion capture technology based on capture equipment. Key frame technology based on artificial production is the original animation combination technology. Since the technology needs the genuine characters to take part in the process of capturing the motion information, its application scope becomes quite limited When using this technology, it is not allowed for the genuine actors to take some dangerous actions. International Journal of Digital Multimedia Broadcasting circumstance for once All of these issues do not fit into the current trend of fast increase of computer processing and user experience [2]. This article, in order to deal with the issues of poor real-time performance, low utilization rate, and complicated procedure, existing during the process of producing character animation, does research on the character animation simulation method based on physics engine and uses an example to implement the method

Foundation of Related Researches
Principle of Character Animation
The Physics Engine Related Research
Research and Design of Character Animation Simulation Based on ODE
Implementation and Testing of Character Animation Simulation
Summary
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