摘要
虚拟人运动编辑最大的问题是滑步现象,目前常用关节点的平移旋转去滑步。此方法会使运动序列的根节点出现偏移,导致编辑后的运动路径与用户指定的路径的有较大的偏差。在正常的走、跑运动中,左右双肩分别在根节点的两侧。去滑步后的双肩必须满足在用户指定路径两侧这个约束条件,否则调整前邻近支撑脚的旋转角度,使编辑后的运动路径与用户指定的路径重合度得到提高。最后利用IUP+OPENGL+LUA搭建运动编辑系统验证了此方法的有效性。
The biggest problem of virtual human motion editing is sliding phenomenon.At present,translation and rotation ofthe joint is often used to remove the slide.This method will lead to the offset of the root of the motion sequence and result in the greatdeviation between edited motion path and the user-specified path.The left and right shoulders are on both sides of our root node,inthe normal walking,running sports.Using this constraint that the shoulders after removed the slide must be on both sides of the us?er-specified path or the rotation angle of the support foot is adjusted,so that the edited motion path and the user-specified path coin?cidence degree is improved.Finally,the IUP+OPENGL+LUA is used to build a motion editing system to verify the effectivenessof this method.
作者
张靖超
郭林方
ZHANG Jingchao;GUO Linfang(Further-education and Foreign Exchange and Cooperation Center,Anyang Preschool Education College,Anyang 456150;Public Teaching Department,Anyang Preschool Education College,Anyang 456150)
出处
《计算机与数字工程》
2017年第6期1086-1089,共4页
Computer & Digital Engineering
关键词
双肩约束
路径偏差处理
运动路径
运动编辑
步长
shoulders constraints,path deviation handling,motion path,motion editing,step