Forming and editing method for three dimension martial art actions based on draft driven by data

A data-driven, sketching technology, applied in the direction of animation production, image data processing, 3D image processing, etc., can solve problems such as spending a lot of time to adjust, consuming a lot of manpower and material resources, and difficult to reuse data

Inactive Publication Date: 2008-10-29
ZHEJIANG UNIV
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

Keyframes allow animators to control the content of the motion through key poses of the human body during motion, but the production process takes a lot of time adjusting these poses and generating intermediate frames
The motion capture design requires professional actors to perform the movements designed by the animator, and the captured data is generally difficult to reuse. When the animator has new needs, it needs to be re-captured, which requires a lot of manpower and material resources.
Physical simulation establishes a dynamic model for the movement process and obtains the required movement data by solving the model with a computer. However, it can only simulate highly dynamic human movements before the technical level, and there is a long way to go to meet the various requirements of animators. gap

Method used

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  • Forming and editing method for three dimension martial art actions based on draft driven by data
  • Forming and editing method for three dimension martial art actions based on draft driven by data
  • Forming and editing method for three dimension martial art actions based on draft driven by data

Examples

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Embodiment Construction

[0024] Preparations: The user sets the topology of a human skeleton, and inputs the skeleton information into the computer as a reference skeleton for subsequent steps (such as figure 2 shown on the upper right).

[0025] First, according to the intention of the action design, the user inputs the sketches of the starting and closing positions of the martial arts movements into the computer through the drawing board (such as figure 2 shown on the upper left). According to the nodes of the reference skeleton, mark the corresponding joint points on the input starting and closing sketches. According to the action design, the user marks the movement trajectory and direction of the joint point from the moment of starting to the moment of closing (such as figure 2 shown above).

[0026] Then calculate the frontal orientation of the human body in the starting and closing positions in the sketch, the method is as follows: from the coordinates (x 0 ,y 0 ,0), (x 1 ,y 1 , 0) and...

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Abstract

The invention discloses a generation and arranging method of data-driven 3D martial arts base on the draft. Steps of method is as followed: 1)drawing the draft of starting and drawing martial arts, and marking the joints in accordance with the reference framework; 2)drawing moving track curve in the draft; 3)calculate the obverse direction of gesture according to three joint points in the pelvis, and making rotation and 2D positive projection for every 3D movement fragment in the database; 4)positioning the move data and frame in the database; 5) sifting the not similar movements; 6) editing 3D actions according to the user's amendments on the draft.

Description

technical field [0001] The invention relates to a method for creating and arranging three-dimensional human actions, in particular to a method for creating and arranging three-dimensional human actions driven by data and based on sketches. Background technique [0002] There are currently three main methods for generating motion data: keyframes, physical simulation, and motion capture. Keyframes allow an animator to control the content of the motion through the key poses of the human body during motion, but the production process takes a lot of time adjusting these poses and generating intermediate frames. Motion capture requires professional actors to perform the movements designed by animators, and the captured data is generally difficult to reuse. When animators have new needs, they have to recapture, which requires a lot of manpower and material resources. Physical simulation establishes a dynamic model for the movement process and obtains the required movement data by ...

Claims

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Application Information

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Patent Type & Authority Patents(China)
IPC IPC(8): G06T15/70G06T13/40
Inventor 耿卫东李启雷余涛沈晓杰王平尧
Owner ZHEJIANG UNIV
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