Three-dimensional virtual human body movement generation method based on key frame and space-time restriction
A human body movement and three-dimensional virtual technology, which is applied in animation production, 3D image processing, image data processing, etc., can solve the problems of losing the looseness and robustness of SVM, and achieve the effect of reducing the cost of motion design and facilitating modification
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Embodiment 1
[0046] Embodiment 1: The motion of waving the right hand is used as the motion of the virtual human body to be generated. In this waving movement, the right arm is initially located in the middle, first swings to the left to the minimum movement span, then swings to the right to the maximum movement span, and finally swings back to the left to the middle position to complete the whole swing process.
[0047] The above-mentioned three-dimensional virtual human motion generation method of the present embodiment includes the following steps:
[0048] 1) First, use the multi-rigid body model of the skeletal structure as the geometric model of the three-dimensional virtual human motion control, and determine the number of joints and their degrees of freedom required to control the motion of the geometric model; since the human body has more than 200 degrees of freedom , in order to balance the fidelity and controllability of virtual human motion, this embodiment selects 45 degrees ...
Embodiment 2
[0055] Embodiment 2: Take the jumping motion of the human body as the virtual human motion to be generated. The movement process is: when preparing to jump up, the human body squats slightly, after squatting down slightly, jumps up, lifts off the ground, hangs in the air for a while, lands, squats slightly to buffer, and finally stands upright on the ground to complete the whole process. Jump up exercise.
[0056] The above-mentioned three-dimensional virtual human motion generation method of the present embodiment includes the following steps:
[0057] 1) First, use the multi-rigid body model of the skeletal structure as the geometric model of the three-dimensional virtual human motion control, and determine the joints and the number of degrees of freedom to control the movement of the geometric model; 18 main joints of human body movement and their 45 degrees of freedom, including angle parameters of 42 degrees of freedom and position parameters of 3 degrees of freedom;
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