• 제목/요약/키워드: Character Walking Motion

Search Result 19, Processing Time 0.025 seconds

Design and Implementation of Walking Motions Applied with Player's Emotion Factors According to Variable Statistics of RPG Game Character (RPG게임캐릭터의 능력치변화량에 따라 감정요소가 적용된 걷기동작 구현)

  • Kang, Hyun-Ah;Kim, Mi-Jin
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.5
    • /
    • pp.63-71
    • /
    • 2007
  • From several commercialized games the technique of changing facial expressions is imported, and a design method of a game character for the player's empathy is expected to be diversified in the future. In this paper, as a design method of a game character for the player's empathy, this makes walking motion for the game character applied with 'human-emotion' factors as statistics variation of a game character in RPG genre. After this paper implements analyzed emotions of human facial expression and walking motions applied with emotion in examples of character animation theory, this paper divides walking motion applied with human-emotion factors into 8 types through relationship to statistics factors in RPG genre. And then these are applied to a knight character, which has the most similarity with human's physical feature of the game characters in RPG genre, and makes walking motion as variable statistics. As a game player controls the game character applied with 'human-emotion' factors, the effect of the player's empathy about the game character becomes higher, and the level of immersion in game play is also expected to increase.

Analysis on the Walking Motion of the Animation Characters Based on the Cosmic Dual Forces and the Five Elements Theory (음양오행에 기반한 캐릭터 걷기 동작 분석)

  • Lee, Mi-Young;Kim, Jae-Ho;Moon, Yong-Ho
    • Archives of design research
    • /
    • v.19 no.2 s.64
    • /
    • pp.355-364
    • /
    • 2006
  • The characters in animations have diverse distinctive features and personalities. These personalities and characteristics are composed of various elements such and feature, motion, conversation, and walking motion, and so on. Especially, walking motion is the basic element to express character action. And it plays a key role for expressing personalities of characters. In this paper, we classify characters in animations by distinctive feature and personality based on the cosmic dual forces and five elements theory. The relationships between personalities of characters and movements are suggested by analyzing motions of the classified characters.

  • PDF

Generation of Humanoid Walking Motion Adapted to the Ground's Sliding Properties (지면의 미끄러운 정도에 따른 캐릭터의 걷기 동작 생성)

  • Lee KumHee;Song MiYoung;Cho HyungJe
    • The KIPS Transactions:PartB
    • /
    • v.12B no.2 s.98
    • /
    • pp.157-166
    • /
    • 2005
  • In 3D virtual environment the description of character' s movement that has utilized the conventional key-frame technique is gradually being developed toward the application of motion control method to generate more realistic and natural motion. Even the motion control method, however, has the limitation for expression of character's motion adapted to the ground properties of virtual world. That is, the walking motions of character are not only, for the most part, so uniform simple and repeated often as to feel to be tedious, but also the unnatural motion in which the tips of the toes soak through a plane or float in the air discording with the conditions of terrain lowers the semblance of reality. This paper proposes an adaptive motion control method for human figure locomotion in virtual environments or games, in which the walking motion is dynamiccally adapted to the ground's sliding properties. We compute an optimal parameters for one cycle of walking motion adapted to the ground properties by combining the coefficient of friction and centripetal force, and therefrom we induce a set of nonskid speed corresponding to various sliding properties of the ground.

Motion Control of 3D Human Character Using Motion Database (운동관절 데이터베이스를 이용한 3차원 인체모형의 동작제어)

  • 김시중;국태용
    • Proceedings of the Korea Multimedia Society Conference
    • /
    • 1998.04a
    • /
    • pp.262-267
    • /
    • 1998
  • A hierarchical motion control system for animation of 3D human character is implemented using the motion database in realtime. The proposed motion control system consists of coordination controller for gait timing and balancing of walking motion, joint servo controller for realistic limb movement, and motion database for goal-directed character animation which makes time-consuming animation relatively easy task. As one example among the various applications of the proposed motion control system. We present a simple virtual reality system in which the motion control system plays a central role in generating realistic motion of virtual human character.

  • PDF

3D Character Motion Synthesis and Control Method for Navigating Virtual Environment Using Depth Sensor (깊이맵 센서를 이용한 3D캐릭터 가상공간 내비게이션 동작 합성 및 제어 방법)

  • Sung, Man-Kyu
    • Journal of Korea Multimedia Society
    • /
    • v.15 no.6
    • /
    • pp.827-836
    • /
    • 2012
  • After successful advent of Microsoft's Kinect, many interactive contents that control user's 3D avatar motions in realtime have been created. However, due to the Kinect's intrinsic IR projection problem, users are restricted to face the sensor directly forward and to perform all motions in a standing-still position. These constraints are main reasons that make it almost impossible for the 3D character to navigate the virtual environment, which is one of the most required functionalities in games. This paper proposes a new method that makes 3D character navigate the virtual environment with highly realistic motions. First, in order to find out the user's intention of navigating the virtual environment, the method recognizes walking-in-place motion. Second, the algorithm applies the motion splicing technique which segments the upper and the lower motions of character automatically and then switches the lower motion with pre-processed motion capture data naturally. Since the proposed algorithm can synthesize realistic lower-body walking motion while using motion capture data as well as capturing upper body motion on-line puppetry manner, it allows the 3D character to navigate the virtual environment realistically.

Reinforcement Learning of Bipedal Walking with Musculoskeletal Models and Reference Motions (근골격 모델과 참조 모션을 이용한 이족보행 강화학습)

  • Jiwoong Jeon;Taesoo Kwon
    • Journal of the Korea Computer Graphics Society
    • /
    • v.29 no.1
    • /
    • pp.23-29
    • /
    • 2023
  • In this paper, we introduce a method to obtain high-quality results at a low cost for simulating musculoskeletal characters based on data from the reference motion through motion capture on two-legged walking through reinforcement learning. We reset the motion data of the reference motion to allow the character model to perform, and then train the corresponding motion to be learned through reinforcement learning. We combine motion imitation of the reference model with minimal metabolic energy for the muscles to learn to allow the musculoskeletal model to perform two-legged walking in the desired direction. In this way, the musculoskeletal model can learn at a lower cost than conventional manually designed controllers and perform high-quality bipedal walking.

Deforming the Walking Motion with Geometrical Editing (주 관절 경로의 변형을 통한 걷기 동작 수정)

  • Kim, Meejin;Lee, Sukwon
    • Journal of the Korea Computer Graphics Society
    • /
    • v.27 no.1
    • /
    • pp.1-8
    • /
    • 2021
  • This paper proposes a simple deformation method for editing the trajectory of a walking motion with preserving its style. To this end, our method analyzes the trajectory of the root joint into the graph and deforms it by applying the graph Laplace operator. The trajectory of the root joint is presented as a graph with a vertex defined the position and direction at each time frame on the motion dataThe graph transforms the trajectory into the differential coordinate, and if the constraints are set on the trajectory vertex, the solver iterative approaches to the solution. By modifying the root trajectory, we can continuously vary the walking motion, which reduces the cost of capturing a whole motion that is required. After computes the root trajectory, other joints are copied on the root and post-processed as a final motion. At the end of our paper, we show the application that the character continuously walks in a complex environment while satisfying user constraints.

Generation of Adaptive Walking Motion for Uneven Terrain (다양한 지형에서의 적응적인 걷기 동작 생성)

  • 송미영;조형제
    • Journal of KIISE:Software and Applications
    • /
    • v.30 no.11
    • /
    • pp.1092-1101
    • /
    • 2003
  • Most of 3D character animation adjusts the gait of their characters for various terrains, using motion capture data through the motion capture equipments. This motion capture data can be naturally presented as real human motions, which are to be adjusted according to the various types of terrain. In addition, there would be a difficulty applying motion capture data for other characters in which the motion data will be captured again or edited for the existing motion data. Therefore, this paper proposes a method that is to generate walking motion for various terrains, such as flat, inclined plane, stair, and irregular face, and a method that is to calculate the trajectory of the swing leg and pelvis. These methods are able to generate various gaits controlled by the parameters of body height, walking speed, stride, etc. In addition, the positions and angles of joint can be calculated by using inverse kinematics, and the cubic spline will be used to calculate the trajectory of the joint.

Abstract of digital motion capture system and 3D game character animation application (디지털 모션캡쳐(Digital Motion Capture)시스템의 개요 및 3D게임 캐릭터 애니메이션 적용)

  • Choi, Tae-Jun;Lee, Dong-Lyeor;Sohn, Jong-Nam;kim, Tae-Yul
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2006.11a
    • /
    • pp.257-263
    • /
    • 2006
  • Nowadays, 3-D(Three-dimensions) is used in various field such as Games, Movies, Animations etc. Especially the Role of 3-D computer graphic is being generalized by turnover of Screen from '2-dimensional' to '3-dimensional'. There are not enough data about 'Motion Capture' even though it plays main function in 3-dimensional movement. 'Motion Capture' could be also unfamiliar for people. And as a matter of fact, the use of this equipment is limited due to its high cost. Therefore, I studied the outline of Digital Motion Capture system and its application to 3-D game Character Animation. And I checked the movement of 3-D Character after transplanting the Motion Data to the 3-D Character. I acquired Motion Data by Optical Motion Capture Equipment which we possess and transplanted it into the 3-D Character then Implemented it as walking, running and hitting which are the basic motions of Expression.

  • PDF

Motion generation using Center of Mass (무게중심을 활용한 모션 생성 기술)

  • Park, Geuntae;Sohn, Chae Jun;Lee, Yoonsang
    • Journal of the Korea Computer Graphics Society
    • /
    • v.26 no.2
    • /
    • pp.11-19
    • /
    • 2020
  • When a character's pose changes, its center of mass(COM) also changes. The change of COM has distinctive patterns corresponding to various motion types like walking, running or sitting. Thus the motion type can be predicted by using COM movement. We propose a motion generator that uses character's center of mass information. This generator can generate various motions without annotated action type labels. Thus dataset for training and running can be generated full-automatically. Our neural network model takes the motion history of the character and its center of mass information as inputs and generates a full-body pose for the current frame, and is trained using simple Convolutional Neural Network(CNN) that performs 1D convolution to deal with time-series motion data.