System and method for automatically adapting gait of virtual character to terrain

A virtual character and gait technology, applied in animation production, image data processing, instruments, etc., can solve the problems of expensive construction and use of motion capture equipment, incomparable, time-staggering, etc., to achieve close to nature and real simulation effect of effect

CN103514622AInactive Publication Date: 2014-01-15REALLUSION
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Patent Information

Authority / Receiving Office
CN · China
Current Assignee / Owner
Publication Date
2014-01-15
Estimated Expiration
Not applicable · inactive patent

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Abstract

The invention relates to a system and a method for automatically adapting the gait of a virtual character to the terrain. The system and the method use input gait action of the character as reference data, the system automatically analyze key film frames of leg motion in the gait action, and use analyzed information to automatically generate various leg motion parameter combinations required by different terrains, thereby enabling input gait action data to be suitable for various terrains, and enabling generated results of gait animation to approach referenced motion capture data as much as possible. Through the system and the method in the invention, a user can achieve the animation production effect of automatically adapting the gait to any landform in real time only by inputting a virtual character and a segment of ideal gait motion data (a motion clip) of the character without giving a walking path and information of obstacles in the virtual environment in advance.
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Description

technical field

[0001] The present invention is a system and method for automatically adapting the gait of a virtual character to the terrain. It uses the input character gait as reference data to analyze the key frame of the leg movement during the gait and utilize the analyzed information, and a system and method for automatically generating combinations of various leg motion parameters required by different terrains. Background technique

[0002] The gait animation production of virtual characters has always been a very challenging and difficult problem. In the prior art, the most commonly used production methods for producing gait animations of virtual characters can be roughly divided into three types.

[0003] The first is the production method of keyframe animation (Keyframing). In keyframe animation, the animator directly inputs the keyframe and interpolation information into the computer, and the computer generates animation based on this input. This kind of virtu...

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Embodiment Construction

[0045] In order to further explain the present invention more clearly, the implementation method is described in detail through the following diagrams, principles and steps, hoping to be helpful to the review work of your review committee.

[0046] The overall idea of ​​the present invention is to provide a reference gait action to automatically generate a gait action system and its control method adapted to various terrains, in order to generate real-time character gait actions adapted to various terrains. The process includes: using The user inputs a virtual character and the ideal gait motion data of the character as a reference, and informs the system of the character skeleton information, and the system can automatically analyze the key frame of the leg animation, and try to analyze various combinations of motion parameters , to achieve real-time gait adaptation to any terrain animation purposes.

[0047] figure 1 It is a system architecture diagram of an embodiment of a...