Behaviors-based synthesis for character animation generation

Yingwei Liang, Xiaomeng Yang
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Abstract

We make a research on an implementation method related to how virtual characters achieve object operations in narrative story. Through an automatic generation method, tetrahedral parameterization is produced. This is used to realize the process of interpolation in motion blending. Similarly, an improved path finding algorithm is given by us to guide the character to avoid obstacles. The compound behaviors derived from the sematic-narrative story can be generated by the combination of locomotion, reaching, grasping. Through these sub-motions, the character animation is achieved. The behaviors-based synthesis for character animation generation, demonstrated by us, is supposed to be adopted for animation and game production.
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基于行为的角色动画生成合成
本文研究了虚拟人物在叙事故事中如何实现对象操作的实现方法。通过自动生成方法,生成了四面体参数化。该算法用于实现运动混合中的插值过程。同样,我们给出了一种改进的寻径算法来引导角色避开障碍物。由语义叙事故事衍生出的复合行为可以由移动、伸手、抓握的组合产生。通过这些子动作,实现人物动画。我们所展示的基于行为的角色动画生成合成,应该被应用到动画和游戏制作中。
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