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A Positon Based Approach to Ragdoll SimulationPascucci, Fiammetta January 2007 (has links)
<p>Create the realistic motion of a character is a very complicated work.</p><p>This thesis aims to create interactive animation for characters in three dimensions using position based approach. Our character is pictured from ragdoll, which is a structure of system particles where all particles are linked by equidistance constraints.</p><p>The goal of this thesis is observed the fall in the space of our ragdoll after creating all constraints, as structure, contact and environment constraints.</p><p>The structure constraint represents all joint constraints which have one, two or three Degree of Freedom (DOF).</p><p>The contact constraints are represented by collisions between our ragdoll and other objects in the space.</p><p>Finally, the environment constraints are represented by means of the wall constraint.</p><p>The achieved results allow to have a realist fall of our ragdoll in the space.</p>
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A Positon Based Approach to Ragdoll SimulationPascucci, Fiammetta January 2007 (has links)
Create the realistic motion of a character is a very complicated work. This thesis aims to create interactive animation for characters in three dimensions using position based approach. Our character is pictured from ragdoll, which is a structure of system particles where all particles are linked by equidistance constraints. The goal of this thesis is observed the fall in the space of our ragdoll after creating all constraints, as structure, contact and environment constraints. The structure constraint represents all joint constraints which have one, two or three Degree of Freedom (DOF). The contact constraints are represented by collisions between our ragdoll and other objects in the space. Finally, the environment constraints are represented by means of the wall constraint. The achieved results allow to have a realist fall of our ragdoll in the space.
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Animační knihovna se zaměřením na skeletální animace / Animation Library Focused on Skeletal AnimationsDokoupil, Petr January 2009 (has links)
This thesis proposes an architecture of animation engine flexible enough to support large scale of animation algorithms with unified approach to each one of them. One of the major goals of the engine is to support creation of very complex animation seqences with high degree of animation execution control. The main animation technique used in the engine is skeletal animation and some variants of this technique are already implemented within, but it was never meant to be skeletal animation only engine and is designed that way.
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