Animation generation system, animation generation method, and animation generation program
The animation generation system efficiently calculates and generates animations of a person interacting with an object by using inverse kinematics to determine body part positions, addressing the time-consuming nature of existing animation generation methods and improving animation realism.
Patent Information
- Application Number
- JP2024003834
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-01-15
- Publication Date
- 2025-07-28
- Estimated Expiration
- 2044-01-15
AI Technical Summary
Generating animations of a person performing a predetermined action at a predetermined location of an object is time-consuming and labor-intensive due to the need for adjusting blending conditions to adjust the person's posture.
An animation generation system that includes an information acquisition unit, a first calculation unit, a second calculation unit, and a generation unit, which utilize position information and inverse kinematics calculation processing to efficiently calculate and generate animations of a person's posture and movements based on the interaction with an object.
The system enables easy and efficient generation of animations by calculating the position information of a person's body parts, such as hands, waist, and head, using inverse kinematics, thereby reducing the time and effort required to adjust postures and enhancing the realism of the animations.
Smart Images

Figure 2025110099000001_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to an animation generation system, an animation generation method, and an animation generation program for generating an animation of a person who is a character performing a predetermined action at a predetermined location of an object within an animation space.
Background Art
[0002] An animation generation system for generating an animation of a person in motion is known (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] The applicant of the present application has found the following problems. There are cases where a person who is a character in an animation space performs a predetermined action at a predetermined location of an object. When trying to generate an animation of such a person, in order to adjust the person's posture, the blending conditions are adjusted, but this adjustment may take a lot of time and effort.
[0005] The present disclosure has been made in view of such problems, and realizes an animation generation system, an animation generation method, and an animation generation program that can easily generate an animation of a person when the person performs a predetermined action at a predetermined location of an object.
Means for Solving the Problems
[0006] An animation generation system according to an aspect of the present disclosure is an animation generation system that generates an animation of a person who is a character performing a predetermined action at a predetermined location of an object in an animation space, and an information acquisition unit that acquires position information of the predetermined location; a first calculation unit that calculates position information of the hand of the person when performing the predetermined action at the predetermined location based on the position information of the predetermined location; a second calculation unit that acquires the relationship among the position information of the hand of the person, the origin information of the person, and the position information of the waist of the person according to the posture information included in the position information of the predetermined location, and calculates the position information of the waist of the person based on the relationship, the position information of the hand of the person, and the origin information of the person; a generation unit that calculates position information of other parts of the person necessary for generating the animation of the person using inverse kinematics calculation processing based on the position information of the hand of the person, the position information of the waist of the person, and the origin information of the person, and generates the animation of the person; and is provided with. An animation generation method according to an aspect of the present disclosure is an animation generation method that generates an animation of a person who is a character performing a predetermined action at a predetermined location of an object in an animation space, and a step of acquiring position information of the predetermined location; a step of calculating position information of the hand of the person when performing the predetermined action at the predetermined location based on the position information of the predetermined location; a step of acquiring the relationship among the position information of the hand of the person, the origin information of the person, and the position information of the waist of the person according to the posture information included in the position information of the predetermined location, and calculating the position information of the waist of the person based on the relationship, the position information of the hand of the person, and the origin information of the person; a step of calculating position information of other parts of the person necessary for generating the animation of the person using inverse kinematics calculation processing based on the position information of the hand of the person, the position information of the waist of the person, and the origin information of the person, and generating the animation of the person; and is provided with. An animation generation program according to one aspect of the present disclosure is an animation generation program that generates an animation of a person who is a character performing a predetermined action at a predetermined location of an object in an animation space, a process of acquiring position information of the predetermined location, a process of calculating position information of the hand of the person when performing the predetermined action at the predetermined location based on the position information of the predetermined location, acquiring the relationship among the position information of the hand of the person, the origin information of the person, and the position information of the waist of the person according to the posture information included in the position information of the predetermined location, and calculating the position information of the waist of the person based on the relationship, the position information of the hand of the person, and the origin information of the person, a process of calculating position information of other parts of the person necessary for generating the animation of the person using inverse kinematics calculation processing based on the position information of the hand of the person, the position information of the waist of the person, and the origin information of the person, and generating the animation of the person, and causing a computer to execute.
Advantages of the Invention
[0007] According to the present disclosure, it is possible to realize an animation generation system, an animation generation method, and an animation generation program that can easily generate an animation of a person who is a character performing a predetermined action at a predetermined location of an object in an animation space.
Brief Description of the Drawings
[0008]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Embodiments for Carrying Out the Invention
[0009] Hereinafter, specific embodiments to which the present disclosure is applied will be described in detail with reference to the drawings. However, the present disclosure is not limited to the following embodiments. Also, for clarity of explanation, the following description and drawings are simplified as appropriate.
[0010] <Embodiment 1> FIG. 1 is a block diagram showing a schematic system configuration of the animation generation system of this embodiment. The animation generation system 1 of this embodiment generates, for example, an animation of a person (who is a character) performing a predetermined action at a predetermined location of an object within an animation space. That is, the person is a virtual person who performs actions within the animation space.
[0011] As shown in FIG. 1, the animation generation system 1 includes an information acquisition unit 2, a first calculation unit 3, a second calculation unit 4, and a generation unit 5. The information acquisition unit 2 acquires the position information of the predetermined location when a predetermined action is performed at the predetermined location of the object. The object is an object that is affected when a person directly or uses a tool to perform a predetermined action, and may be, for example, an object used at a construction site or the like or an object used in daily life. The predetermined location of the object is a part of the object that is affected when a person directly or uses a tool to perform a predetermined action. The tool may be, for example, a tool supported by a person's hand to perform a predetermined action at the predetermined location of the object. The predetermined action may be any action performed to affect the predetermined location of the object. The position information of the predetermined location may be input to the information acquisition unit 2 using, for example, an input device. The position information of a predetermined location includes the coordinate information and the orientation information of the predetermined location. The coordinate information of the predetermined location is, for example, the three-dimensional coordinate information of the predetermined location in the world coordinate system (e.g., the XYZ orthogonal coordinate system shown in FIG. 3 etc.) within the animation space. The orientation information of the predetermined location is, for example, the orientation information that three-dimensionally indicates the direction affected by a predetermined operation at the predetermined location in the world coordinate system within the animation space.
[0012] Based on the position information of the predetermined location, the first calculation unit 3 calculates the position information of a person's hand when performing a predetermined operation on the predetermined location. For example, when performing a predetermined operation on a predetermined location of an object using a tool, the relative positional relationship among the predetermined location, the tool, and the person's hand is set in advance in the first calculation unit 3, and the first calculation unit 3 calculates the position information of the person's hand via the position information of the tool calculated based on the position information of the predetermined location. The position information of the person's hand includes, for example, the three-dimensional coordinate information of the person's hand in the world coordinate system within the animation space. The position information of the tool preferably includes, in addition to the three-dimensional coordinate information of the tool in the world coordinate system within the animation space, the orientation information that three-dimensionally indicates the orientation of the tool in the world coordinate system within the animation space.
[0013] The second calculation unit 4 obtains the relationship among the position information of the person's hand, the person's origin information, and the position information of the person's waist according to the orientation information included in the position information of the predetermined location, and calculates the position information of the person's waist based on the relationship, the position information of the person's hand, and the person's origin information. The second calculation unit 4 may, for example, although details will be described later, determine whether an object is a wall based on the position information of the predetermined location, and calculate the position information of the person's waist based on the determination result. The position information of the person's waist includes, for example, the three-dimensional coordinate information of the person's waist in the world coordinate system within the animation space.
[0014] The generation unit 5 calculates the position information of other parts of the person necessary for generating the animation of the person using inverse kinematics calculation processing based on the position information of the person's hand, the position information of the person's waist, and the origin information of the person, and generates the animation of the person. Here, other parts of the person may be, for example, the person's elbows, shoulders, head, neck, knees, etc.
[0015] Next, the flow of generating a person's animation using the animation generation system 1 of the present embodiment will be described. FIG. 2 is a flowchart showing the flow of generating a person's animation using the animation generation system of the present embodiment. FIG. 3 is a diagram showing an example of calculating the position information of the waist of a person when generating the animation of the person using the animation generation system of the present embodiment. Here, in the present embodiment, as shown in the two figures on the left side of FIG. 3, when the person 10 uses the impact 11 as a tool to screw a bolt into a bolt hole formed in the wall 12 as an object at a predetermined position, and the operation of screwing the bolt into the bolt hole is set as a predetermined operation, and as shown in the two figures on the right side of FIG. 3, when a bolt hole formed in a member other than the wall 12 is set as a predetermined position, and the operation of screwing the bolt into the bolt hole is set as a predetermined operation, will be described by way of assumption. Note that in FIG. 3, the positions are shifted so that the position information P1 of the bolt hole and the position information P4 of the impact 11 are clear. Also, the position of the hand of the person 10, the position of the waist of the person 10, and the position of the feet of the person 10 may not be accurately shown.
[0016] First, the information acquisition unit 2 acquires the position information P1 of the bolt hole (S1). At this time, for example, as shown in FIG. 3, when screwing a bolt into the bolt hole of the wall 12, the attitude information of the bolt hole is in the horizontal direction (for example, the Y-axis direction) and includes a component toward the wall 12 (for example, a component toward the - side of the Y-axis). When screwing a bolt into a bolt hole formed in a horizontally arranged member other than the wall 12, the attitude information of the bolt hole may be in the vertical direction (for example, the Z-axis direction) and include a component toward the member (for example, a component toward the - side of the Z-axis).
[0017] Next, based on the position information P1 of the bolt hole, the first calculation unit 3 calculates the position information P2 of the hand of person 10 (for example, the position information of the centers of the wrists of both hands of person 10) and the position information P3 of the feet of person 10 (for example, the position information at the center between the heels of both feet of person 10) (S2). For the first calculation unit 3, for example, a correlation position relationship is set among the position information P1 of the bolt hole, the position information P2 of the hand of person 10, the position information P3 of the feet of person 10, and the position information P4 of the portion in the impact 11 that affects the bolt hole (for example, the portion engaged with the bolt). The first calculation unit 3 calculates the position information P4 of the impact 11 such that the coordinate information and the attitude information in the position information P1 of the bolt hole match the coordinate information and the attitude information in the position information of the portion in the impact 11 that affects the bolt hole. Then, based on the correlation position relationship between the position information P2 of the hand of person 10 and the position information P4 of the impact 11, the first calculation unit 3 calculates the position information P2 of the hand of person 10.
[0018] Furthermore, based on the correlation position relationship between the position information P1 of the bolt hole and the position information P3 of the feet of person 10, for example, on a preset floor surface, the position information P3 of the feet of person 10 is calculated such that the center between the heels of both feet of person 10 is arranged at a position a preset horizontal distance away from the position of the bolt hole (for example, the X coordinate position and the Y coordinate position). Here, in the present embodiment, the position information P3 of the feet of person 10 is set as the origin information of person 10. Note that a function or a machine learning device or the like indicating the relationship among the position information P1 of the bolt hole, the position information P2 of the hand of person 10, the position information P3 of the feet of person 10, and the position information P4 of the impact 11 may be preset in the first calculation unit 3.
[0019] Next, the second calculation unit 4 determines whether the member in which the bolt hole is formed is the wall 12 based on the position information P1 of the bolt hole (S3). Specifically, the second calculation unit 4 determines, for example, based on the attitude information of the position information P1 of the bolt hole, whether the attitude of the bolt hole is inclined by 20° or more with respect to the horizontal (however, the angle can be changed as appropriate). When the bolt hole is not inclined by 20° or more with respect to the horizontal, the second calculation unit 4 determines that the bolt hole is formed in the wall 12 (YES in S3). When the bolt is inclined by 20° or more with respect to the horizontal, the second calculation unit 4 determines that the bolt hole is formed in a member other than the wall 12 (NO in S3).
[0020] When the bolt hole is formed in the wall 12, the second calculation unit 4 sets, for example, the height position of the hand at which the person 10 shifts to the first squatting posture in a state where the person 10 stands upright as the first height threshold value (S4). On the other hand, when the bolt hole is formed in a member other than the wall 12, the second calculation unit 4 sets the height position of the hand at which the person 10 shifts to the second squatting posture in a state where the person 10 bends over as the second height threshold value (S5). That is, the second calculation unit 4 sets the hand position information according to the posture information of the position information P1 of the bolt hole. At this time, the first height threshold value is larger than the second height threshold value. The first height threshold value and the second height threshold value are preferably set in advance in the second calculation unit 4, for example, and can be appropriately changed so that the animation of the person 10 has a natural posture.
[0021] Next, when it is determined that the bolt hole is formed in the wall 12, the second calculation unit 4 determines whether the height position of the hand of the person 10 is equal to or lower than the first height threshold value based on the hand position information P2 of the person 10 and the first height threshold value information. When the bolt hole is formed in a member other than the wall 12, it is determined whether the height position of the hand of the person 10 is equal to or lower than the second threshold value based on the hand position information P2 of the person 10 and the second height threshold value information (S6). When the height position of the hand of the person 10 is higher than the first height threshold value (NO in S6), the second calculation unit 4 calculates, for example, as the waist position information P5 of the person 10, the first position information P5-1 of the waist of the person 10 in the first standing posture where the person 10 stands upright, as shown in the leftmost figure of FIG. 3 (S7).
[0022] When the height position of the hand of person 10 is equal to or lower than the first height threshold (YES in S6), the second calculation unit 4 calculates, for example, as shown in the second figure from the left in FIG. 3, as the waist position information P5 of person 10, the second position information P5-2 of the waist of the person 10 in the first squatting posture with the waist upright (S8). When the height position of the hand of person 10 is higher than the second height threshold (NO in S6), the second calculation unit 4 calculates, for example, as shown in the third figure from the left in FIG. 3, as the waist position information P5 of person 10, the third position information P5-3 of the waist of the person 10 in the second standing posture with the waist bent (S7).
[0023] When the height position of the hand of person 10 is equal to or lower than the second height threshold (YES in S6), the second calculation unit 4 calculates, for example, as shown in the rightmost figure in FIG. 3, as the waist position information P5 of person 10, the fourth position information P5-4 of the waist of the person 10 in the second squatting posture with the waist bent (S8). At this time, the correlation position relationship among the hand position information P2 of person 10, the foot position information P3 of person 10, and the waist position information P5 of person 10 is set in the second calculation unit 4. Then, based on the correlation position relationship, the second calculation unit 4 calculates, as shown in the leftmost figure in FIG. 3, a preset first position with respect to the foot position of person 10 (for example, a position vertically above (for example, on the + side of the Z axis) by a first height H1 with respect to the foot position of person 10) as the first position information P5-1 of the waist of person 10.
[0024] Based on the correlation position relationship, the second calculation unit 4 calculates, as shown in the second figure from the left in FIG. 3, a preset second position with respect to the foot position of person 10 (for example, a position vertically above by a second height H2 with respect to the foot position of person 10) as the second position information P5-2 of the waist of person 10. Based on the correlation position relationship, as shown in the third figure from the left in FIG. 3, the second calculation unit 4 calculates a preset third position (for example, a position vertically above by a third height H3 with respect to the position of the foot of person 10) with respect to the position of the foot of person 10 as the third position information P5-3 of the waist of person 10. Here, the first height H1 and the third height H3 may be equal heights or different heights.
[0025] Based on the correlation position relationship, as shown in the rightmost figure in FIG. 3, the second calculation unit 4 may calculate a preset fourth position (for example, a position vertically above by a fourth height H4 with respect to the position of the foot of person 10) with respect to the position of the foot of person 10 as the fourth position information P5-4 of the waist of person 10. Here, the second height H2 and the fourth height H4 may be equal heights or different heights. Note that a function or a machine learning device, etc., showing the relationship among the hand position information P2 of person 10, the foot position information P3 of person 10, and the waist position information P5 of person 10 may be preset in the second calculation unit 4. At this time, using the hand position information P2 and the foot position information P3 of person 10 as the input side and the waist position information P5 of person 10 as the output side, a machine learning device such as a neural network may be made to learn the relationship among the hand position information P2 of person 10, the foot position information P3 of person 10, and the waist position information P5 of person 10.
[0026] Next, based on the hand position information P2 of person 10, the foot position information P3 of person 10, and the waist position information P5 of the person, the generation unit 5 uses inverse kinematics calculation processing to calculate the position information of other parts of person 10 necessary for generating the animation of person 10, and generates the animation of person 10 (S9). The inverse kinematics calculation processing may be, for example, inverse kinematic calculation processing based on a Jacobian matrix and a Singularity-Robust Inverse (SR-Inverse) inverse matrix. Thus, not only the hand position information P2 of the person 10, but also the waist position information P5 of the person 10 is used to generate the animation of the person 10 by inverse kinematics calculation processing. Therefore, as shown in the two figures on the left side of FIG. 3, not only the posture in which the person 10 is arranged facing the wall 12, but also as shown in the two figures on the right side of FIG. 3, a posture in which the person 10 peeks into the member from above can be generated.
[0027] The animation generation system 1 and the animation generation method according to the present embodiment calculate the position information of other parts of the person 10 necessary for generating the animation of the person 10 by using inverse kinematics calculation processing based on the hand position information P2 of the person 10, the foot position information P3 of the person 10, and the waist position information P5 of the person 10, and generate the animation of the person 10. Therefore, the animation generation system 1 and the animation generation method according to the present embodiment can more easily generate the animation of the person 10 when the person 10 performs a predetermined operation at a predetermined position of the object, compared with the case where the posture of the person is adjusted by adjusting the blending conditions to generate the animation of the person.
[0028] Moreover, the animation generation system 1 and the animation generation method according to the present embodiment generate the animation of the person 10 by inverse kinematics calculation processing using not only the hand position information P2 of the person 10 but also the waist position information P5 of the person 10. Therefore, the animation generation system 1 and the animation generation method according to the present embodiment can generate not only the posture in which the person 10 is arranged facing the wall 12 as shown in the two figures on the left side of FIG. 3, but also a posture in which the person 10 peeks into the member from above as shown in the two figures on the right side of FIG. 3.
[0029] <Embodiment 2> FIG. 4 is a diagram showing an example of calculating the position information of the waist of a person when generating an animation of the person using the animation generation system of the present embodiment. In FIG. 4, the positions are shifted so that the position information P1 of the bolt hole and the position information P4 of the impact 11 are clear. Also, the position of the hand of the person 10, the position of the waist of the person 10, and the position of the foot of the person 10 may not be accurately shown.
[0030] For example, as shown in FIG. 4, when screwing a bolt into a bolt hole formed in the wall 12, the person 10 may be gazing at the bolt hole. In such a case, it is substantially equal to the flow of generating the animation of the person 10 using the animation generation system 1 of Embodiment 1, but the second calculation unit 4 determines, for example, whether gazing at the bolt hole is necessary after determining that the bolt hole is formed in the wall 12. At this time, whether gazing at the bolt hole is necessary may be preset in the second calculation unit 4.
[0031] And when gazing at the bolt hole is necessary, the second calculation unit 4 calculates, for example, a position that is equal to the height position of the bolt hole in the vertical direction and is separated from the bolt hole by a preset distance in the horizontal direction (for example, a position equal to the position of the foot of the person 10 in the horizontal direction) as the position information P6 of the head of the person 10 (for example, the position information of the center of the head of the person 10). Here, the position information P6 of the head of the person 10 includes the three-dimensional coordinate information of the head of the person 10 in the world coordinate system in the animation space.
[0032] The second calculation unit 4 calculates the position information P5 of the waist of the person 10 based on the position information P6 of the head of the person 10. The second calculation unit 4 calculates, for example, a fifth position preset with respect to the position of the head of the person 10 (for example, a position vertically below (for example, on the -Z axis side) by a fifth height H5 with respect to the position of the head of the person 10) as the position information P5 of the waist of the person 10. On the other hand, when gazing at the bolt hole is not necessary, the second calculation unit 4 proceeds to the step of setting the height position of the hand when the person 10 shifts to the first squatting posture to the first height threshold information, and may calculate the position information P5 of the waist of the person 10 in the same manner as in Embodiment 1. This can improve the reality of the animation of person 10.
[0033] <Embodiment 3> FIG. 5 is a diagram showing an example of calculating the position information of the head of a person when generating an animation of the person using the animation generation system of the present embodiment. In FIG. 5, the positions are shifted so that the position information P1 of the bolt hole and the position information P4 of the impact 11 are clear. Also, the position of the hand of person 10, the position of the waist of person 10, and the position of the foot of person 10 may not be accurately shown.
[0034] In the present embodiment, in order to improve the reality of the animation of person 10, the position information P7 of the head of person 10 is added to the position information P2 of the hand of person 10, the position information P3 of the foot of person 10, and the position information P5 of the waist of person 10, and the position information of other parts of person 10 necessary for generating the animation of person 10 is calculated by inverse kinematics calculation processing, so that the position information P7 of the head of person 10 is calculated. For example, when the bolt hole is formed in the wall 12, the second calculation unit 4 calculates the position information P7 of the head of person 10 so that the head of person 10 is arranged at a sixth position preset with respect to the position of the waist of person 10 based on the calculated position information P5 of the waist of person 10. The second calculation unit 4 calculates, for example, as shown in the left diagram of FIG. 5, the position vertically above the position of the waist of person 10 by the sixth height H6 as the position information P7 of the head of person 10.
[0035] On the other hand, when the bolt hole is formed in a member other than the wall 12, the second calculation unit 4 calculates the position information P7 of the head of person 10 so that the head of person 10 is arranged at a seventh position preset with respect to the position of the hand of person 10 based on the calculated position information P2 of the hand of person 10. The second calculation unit 4 calculates, for example, as shown in the right diagram of FIG. 5, the position vertically above the position of the hand of person 10 by the seventh height H7 as the position information P7 of the head of person 10. Accordingly, by adding the position information P7 of the head of person 10 to the position information P2 of the hand, the position information P3 of the foot, and the position information P5 of the waist of person 10, the position information of other parts of person 10 necessary for the animation of person 10 can be calculated by inverse kinematics calculation processing, and the reality of the animation of person 10 can be improved.
[0036] At this time, if the position of the head of person 10 is offset in the front-rear direction (for example, the Y-axis direction) of person 10 according to the relationship between the bolt hole and the position of the foot of person 10 and the posture of the bolt hole, etc., the reality of the animation of person 10 can be further improved. For example, when the bolt hole is formed in the wall 12, the second calculation unit 4 determines whether the impact 11 reaches the bolt hole within the range where person 10 extends the arm, based on the position information P1 of the bolt hole and the position information P3 of the foot of person 10. At this time, the movable length of the arm of person 10 may be preset in the second calculation unit 4.
[0037] When it is determined that the impact 11 reaches the bolt hole, the second calculation unit 4 does not offset the position of the person's head. On the other hand, when it is determined that the impact 11 does not reach the bolt hole, the second calculation unit 4 offsets the position of the head of person 10 to the front side (for example, the Y-axis - side) of person 10 as shown in the left figure of FIG. 5, according to the horizontal distance between the impact 11 and the bolt hole in the state where person 10 extends the arm. At this time, the offset amount may be set such that, for example, as the horizontal distance between the impact 11 and the bolt hole increases, the offset amount of the position of the head of person 10 to the front side of person 10 increases.
[0038] Further, for example, when the bolt hole is formed in a member other than the wall 12, the second calculation unit 4 offsets the position of the head of the person 10 in the front-rear direction of the person 10 according to the posture of the bolt hole. For example, when the posture of the bolt hole is inclined toward the lower side (e.g., the -Z axis side) and the person 10 is inclined toward the rear side (e.g., the +Y axis side), the second calculation unit 4 offsets the position of the head of the person 10 toward the front side of the person 10 as shown in the right figure of FIG. 5 according to the amount of inclination toward the rear side.
[0039] On the other hand, for example, when the posture of the bolt hole is inclined toward the front side of the person 10 as it goes toward the lower side, the second calculation unit 4 offsets the position of the head of the person 10 toward the rear side of the person 10 according to the amount of inclination toward the front side. At this time, the offset amount may be set such that, for example, as the amount of inclination of the bolt hole in the front-rear direction increases, the offset amount of the position of the head of the person 10 in the front-rear direction of the person 10 increases.
[0040] The present disclosure is not limited to the above-described embodiments and can be appropriately changed without departing from the gist. For example, in the above-described embodiment, one shot of the animation of the person 10 when performing a predetermined operation at a predetermined location of the object is created, but the animation of the person 10 may be generated continuously by moving the position information of the predetermined location. For example, in the above-described embodiment, the position information P3 of the feet of the person 10 is used as the origin information of the person 10, but the origin of the person 10 may be set at a position different from the position of the feet of the person 10. At this time, instead of the position information P3 of the feet of the person 10, the origin information of the person 10 can be used. For example, the present disclosure can also be realized by causing a processor to execute a computer program for the processing of each part of the animation generation system 1, for example. The program can be stored using various types of non-transitory computer readable media and supplied to a computer. The non-transitory computer readable media include various types of tangible storage media. Examples of non-transitory computer readable media include magnetic recording media (such as flexible disks, magnetic tapes, hard disk drives), magneto-optical recording media (such as magneto-optical disks), CD-ROM (Read Only Memory), CD-R, CD-R / W, semiconductor memories (such as mask ROM, PROM (Programmable ROM), EPROM (Erasable PROM), flash ROM, RAM (random access memory).
[0041] The program may be supplied to the computer by various types of transitory computer readable media. Examples of transitory computer readable media include electrical signals, optical signals, and electromagnetic waves. The transitory computer readable media can supply the program to the computer via wired communication paths such as electric wires and optical fibers, or wireless communication paths.
Description of Reference Numerals
[0042] 1 Animation generation system 2 Information acquisition unit 3 First calculation unit 4 Second calculation unit 5 Generation unit 10 People 11 Impact 12 Wall P1 Position information of bolt holes P2 Position information of a person's hand P3 Position information of a person's foot P4 Position information of impact Waist position information of P5 person Head position information of P6 person Head position information of P7 person
Claims
1. An animation generation system for generating an animation of a person who is a character performing a predetermined action at a predetermined location of an object within an animation space, comprising: an information acquisition unit that acquires position information of the predetermined location; a first calculation unit that calculates position information of the person's hand when performing the predetermined action at the predetermined location based on the position information of the predetermined location; a second calculation unit that obtains the relationship among the position information of the person's hand, the origin information of the person, and the position information of the person's waist according to the posture information included in the position information of the predetermined location, and calculates the position information of the person's waist based on the relationship, the position information of the person's hand, and the origin information of the person; a generation unit that calculates position information of other parts of the person necessary for generating the animation of the person using inverse kinematics calculation processing based on the position information of the person's hand, the position information of the person's waist, and the origin information of the person, and generates the animation of the person; An animation generation system comprising the above components.
2. The second calculation unit: obtains first height threshold information, second height threshold information lower than the first height threshold information, first position information of the person's waist in a first standing posture when the person's waist is standing, second position information of the person's waist in a first squatting posture when the person's waist is standing, third position information of the person's waist in a second standing posture when the person's waist is bent, and fourth position information of the person's waist in a second squatting posture when the person's waist is bent; determines whether the object is a wall based on the posture information included in the position information of the predetermined location; when the object is a wall and the position information of the person's hand is higher than the first height threshold information, calculates the first position information as the position information of the person's waist; when the object is a wall and the position information of the person's hand is equal to or lower than the first height threshold information, calculates the second position information as the position information of the person's waist; when the object is not a wall and the position information of the person's hand is higher than the second height threshold information, calculates the third position information as the position information of the person's waist; when the object is not a wall and the position information of the person's hand is equal to or lower than the second height threshold information, calculates the fourth position information as the position information of the person's waist. The animation generation system according to Claim 1.
3. The animation generation system according to claim 1 or 2, wherein a correlation position relationship, a function, or a machine learning device indicating the relationship among the position information of the person's hand, the origin information of the person, and the position information of the person's waist is preset in the second calculation unit.
4. An animation generation method for generating an animation of a person who is a character performing a predetermined action at a predetermined location of an object in an animation space, comprising: a step of acquiring the position information of the predetermined location; a step of calculating the position information of the person's hand when performing the predetermined action at the predetermined location based on the position information of the predetermined location; a step of obtaining the relationship among the position information of the person's hand, the origin information of the person, and the position information of the person's waist according to the posture information included in the position information of the predetermined location, and calculating the position information of the person's waist based on the relationship, the position information of the person's hand, and the origin information of the person; a step of calculating the position information of other parts of the person necessary for generating the animation of the person using inverse kinematics calculation processing based on the position information of the person's hand, the position information of the person's waist, and the origin information of the person, and generating the animation of the person; An animation generation method comprising the above steps.
5. An animation generation program for generating an animation of a person who is a character performing a predetermined action at a predetermined location of an object in an animation space, comprising: a process of acquiring the position information of the predetermined location; a process of calculating the position information of the person's hand when performing the predetermined action at the predetermined location based on the position information of the predetermined location; a process of obtaining the relationship among the position information of the person's hand, the origin information of the person, and the position information of the person's waist according to the posture information included in the position information of the predetermined location, and calculating the position information of the person's waist based on the relationship, the position information of the person's hand, and the origin information of the person; a process of calculating the position information of other parts of the person necessary for generating the animation of the person using inverse kinematics calculation processing based on the position information of the person's hand, the position information of the person's waist, and the origin information of the person, and generating the animation of the person; An animation generation program that causes a computer to execute the above processes.
Citation Information
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