• Title/Summary/Keyword: Biped Animation

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Biped Animation Blending By 3D Studio MAX Script (맥스 스크립트를 이용한 바이페드 애니메이션 합성)

  • Choe, Hong-Seok
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2008.10a
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    • pp.131-134
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    • 2008
  • 오늘날 3D 캐릭터 애니메이션은 실사영화, 애니메이션, 게임, 광고 등 대다수의 영상물에서 쉽게 접할 수 있다. 캐릭터의 부드러운 움직임은 모션캡쳐(Motion Capture)나 숙련된 애니메이터의 키 프레임(Key Frame) 작업의 결과물일 것이다. 이런 작업들은 고가의 장비나 많은 인력을 요구하고 완성된 결과물은 수정하거나 효과를 주기가 힘들다. 본 연구에서는 3D Studio MAX Script를 이용한 삼차원 회전 값의 연산으로 바이페드(Biped)의 포즈나 애니메이션을 합성하고 보다 사실적인 합성을 위한 방법을 제시하고자 한다.

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Bipeds Animation Blending By 3D Studio MAX Script (맥스 스크립트를 이용한 바이페드 애니메이션 합성)

  • Choi, Hong-Seok;Jeong, Jae-Wook
    • Science of Emotion and Sensibility
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    • v.12 no.3
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    • pp.259-266
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    • 2009
  • Today, the 3D character animation is easily accessible from most of the film such as an actuality film, animation, games, or advertising. However, such a smooth movement of characters is a result obtained by Key Frame operation which skilled animators worked with data obtained through expensive equipment such Motion Capture for a long time. Therefore, to modify or to give other effects is not easy. In some cases, character's action made according to the personal feeling could be different with universal expectations of audiences, because it might be not appropriate to make regulations generalized between character's action by animater's design and emotional reaction of audience. In this research, it is aimed to show the way which is easily to blend and modify 2-3 Biped animation data by offering the operation tools of 3-D rotation using 3D Studio MAX Script. By this tool E.A.M., we can have various researches for quantities relation of between walking and emotional reaction.

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Development of a Simulator for the biped-walking robot using the open inventor (Open Inventor를 이용한 이족보행로봇의 시뮬레이터의 개발)

  • 최형식;김영식;전대원;우정재;김명훈
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2001.04a
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    • pp.296-299
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    • 2001
  • We developed a motion capture system to get angle data of human joints in the walking mode. The motion capture system is a pair of leg-shape device, which is composed of three links with ankle, knee and pelvis joints. The sensors for measurement of the joint angle are potentiometers. We used an A/D converter to get digital data from joint angles, and which are used to simulate and coordinate the biped-walking robot developed in our laboratory. To simulate and analyze walking motion, animation based on three-dimension motion is performed using the open inventor software.

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3D Game Character Animation Pipe-line to Improve Utilization of Motion Capture (모션캡쳐 데이터 활용을 위한 3D 게임캐릭터애니메이션 제작파이프라인)

  • Ryu, Seuc-Ho;Park, Yong-Hyun;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Lee, Wan-Bok
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.120-127
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    • 2008
  • Practical use degree of Motion Capture technology is low in korea game market which did growth of MMORPG putting first. However, that is dance game or FPS, sports game genre is magnified. Therefore, practical use degree of Motion Capture technology is increasing. And, need various research to take advantage of Motion Capture technology effectively. Studied 3D game character animation manufacture pipe line for it. Characteristic of this manufacture pipe line is work classification, correction of two times, Biped format all-in-one to progress Motion Capture technology and keyframe-animation work at the same time. Also, manufacture pipe line that is consisted of this constituent has economic performance, extensity, systemicity.

Avoiding Inter-Leg Collision for Data-Driven Control (데이터 기반보행 제어를 위한 다리 간 충돌 회피 기법)

  • Lee, Yoonsang
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.2
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    • pp.23-27
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    • 2017
  • We propose an inter-leg collision avoidance method that compensates the disadvantage of the data-driven biped control method. The data-driven biped control technique proposed by Lee et. al [1] sometimes generates the movement that the two legs intersect with each other while walking, which can not be realized in walking of a real person or a biped robot. The proposed method changes the angle of the swing hip so that the swing foot can move inward only after passing the stance foot. This process introduces an additional angle adjustment algorithm to avoid collisions with the stance leg to the original feedback rule of the stance hip. It generates a stable walking simulation without any inter-leg collisions, by adding minimal changes and additional calculations to the existing controller behavior.

A Study on Efficient Motion Data Editing of Motion Capture System : Focused 'Fighters Club' Character (모션캡쳐 시스템의 효율적인 모션 데이터 편집에 관한 연구 : '파이터스 클럽' 캐릭터 중심으로)

  • Nam, Ju-Hyun
    • Journal of Korea Game Society
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    • v.14 no.3
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    • pp.25-34
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    • 2014
  • To provide high quality contents, game companies are introducing a new technology. One of the ways is the game character animation would utilize the motion capture. However, because of the economic burden, small businesses do not have a chance to take advantage of the motion capture. The purpose of this study is to derive benefit from cost and time saving by simplifying the existing production method based on a case of utilize to motion capture system. In addition this study has find ways to apply the key frame animation, so that is will be help to develop game contents.

Motion Adjustment for Dynamic Balance (동적 균형을 위한 동작 변환)

  • Tak, Se-Yun;Song, O-Yeong;Go, Hyeong-Seok
    • Journal of the Korea Computer Graphics Society
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    • v.5 no.2
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    • pp.33-41
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    • 1999
  • This paper presents a new algorithm about motion adjustment for dynamic balance. It adjusts an unbalanced motion to an balanced motion while preserving the nuance of original motion. We solve dynamic balancing problem using the zero moment point (ZMP) which is often used for controlling the balance of biped robot. Our algorithm is consists of four steps. First, it fits joint angle data to spline curves for reducing noise. Second, the algorithm analyzes the ZMP trajectory so that it can detects the dynamically-unbalanced duration. Third, the algorithm project the ZMP trajectory into the supporting area if the trajectory deviates from the area. Finally, the algorithm produces the balanced motion that satisfies the new ZMP trajectory. In this step, the constrained optimization method is used so that the new motion keeps the original motion characteristics as much as possible. We make several experiments in order to prove that our algorithm is useful to add physical realism to a kinematically edited motion.

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Recent Developments in Multibody Dynamics

  • Schiehlen Werner
    • Journal of Mechanical Science and Technology
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    • v.19 no.spc1
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    • pp.227-236
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    • 2005
  • Multibody system dynamics is based on classical mechanics and its engineering applications originating from mechanisms, gyroscopes, satellites and robots to biomechanics. Multibody system dynamics is characterized by algorithms or formalisms, respectively, ready for computer implementation. As a result simulation and animation are most convenient. Recent developments in multibody dynamics are identified as elastic or flexible systems, respectively, contact and impact problems, and actively controlled systems. Based on the history and recent activities in multibody dynamics, recursive algorithms are introduced and methods for dynamical analysis are presented. Linear and nonlinear engineering systems are analyzed by matrix methods, nonlinear dynamics approaches and simulation techniques. Applications are shown from low frequency vehicles dynamics including comfort and safety requirements to high frequency structural vibrations generating noise and sound, and from controlled limit cycles of mechanisms to periodic nonlinear oscillations of biped walkers. The fields of application are steadily increasing, in particular as multibody dynamics is considered as the basis of mechatronics.

On-line Motion Synthesis Using Analytically Differentiable System Dynamics (분석적으로 미분 가능한 시스템 동역학을 이용한 온라인 동작 합성 기법)

  • Han, Daseong;Noh, Junyong;Shin, Joseph S.
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.3
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    • pp.133-142
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    • 2019
  • In physics-based character animation, trajectory optimization has been widely adopted for automatic motion synthesis, through the prediction of an optimal sequence of future states of the character based on its system dynamics model. In general, the system dynamics model is neither in a closed form nor differentiable when it handles the contact dynamics between a character and the environment with rigid body collisions. Employing smoothed contact dynamics, researchers have suggested efficient trajectory optimization techniques based on numerical differentiation of the resulting system dynamics. However, the numerical derivative of the system dynamics model could be inaccurate unlike its analytical counterpart, which may affect the stability of trajectory optimization. In this paper, we propose a novel method to derive the closed-form derivative for the system dynamics by properly approximating the contact model. Based on the resulting derivatives of the system dynamics model, we also present a model predictive control (MPC)-based motion synthesis framework to robustly control the motion of a biped character according to on-line user input without any example motion data.

The Prediction System of Emotional Reaction to Gaits Using MAX SCRIPT (맥스 스크립트를 이용한 감성적 걸음걸이 예측 시스템)

  • Jeong, Jae-Wook
    • Science of Emotion and Sensibility
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    • v.14 no.1
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    • pp.1-6
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    • 2011
  • A perceptual reaction to human being's gaits has "regularity" that possibly obtains sympathy among people. This thesis is in the vein of the study that performs the research on the quantificational extraction of the regularity, reconstitute the result, and apply it to controlling behavior. The purpose of this thesis lies in assuring the validity of the future research by demonstrating the following hypothesis: when the physical numerical values of the gait "A" whose perceptual reaction is "a" and those of the gait "B" whose perceptual reaction is "b" are arbitrarily blended, the perceptual reaction to this blended gait also corresponds to the blend of "a" and "b", "a/b". I blended the samples of two types of gaits in the form of Bipeds using the EAM made by 3D Studio Max Script. Blending outcomes were obtained successfully for four times out of the six tries in total. It implies that without utilizing other methods such as Motion Capturing, the basic Bipeds data itself has an enough capability to generate various gaits of Bipeds. Although the present research targets only the Bipeds samples equipped with the 1Cycle moving condition of arms and legs, I acknowledge that a tool that makes blending possible under various moving conditions is necessary for a completed system.

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