Automating the transfer of a generic set of behaviors onto a virtual character
Motion in Games: 5th International Conference, MIG 2012, Rennes, France …, 2012•Springer
Humanoid 3D models can be easily acquired through various sources, including online. The
use of such models within a game or simulation environment requires human input and
intervention in order to associate such a model with a relevant set of motions and control
mechanisms. In this paper, we demonstrate a pipeline where humanoid 3D models can be
incorporated within seconds into an animation system, and infused with a wide range of
capabilities, such as locomotion, object manipulation, gazing, speech synthesis and lip …
use of such models within a game or simulation environment requires human input and
intervention in order to associate such a model with a relevant set of motions and control
mechanisms. In this paper, we demonstrate a pipeline where humanoid 3D models can be
incorporated within seconds into an animation system, and infused with a wide range of
capabilities, such as locomotion, object manipulation, gazing, speech synthesis and lip …
Abstract
Humanoid 3D models can be easily acquired through various sources, including online. The use of such models within a game or simulation environment requires human input and intervention in order to associate such a model with a relevant set of motions and control mechanisms. In this paper, we demonstrate a pipeline where humanoid 3D models can be incorporated within seconds into an animation system, and infused with a wide range of capabilities, such as locomotion, object manipulation, gazing, speech synthesis and lip syncing. We offer a set of heuristics that can associate arbitrary joint names with canonical ones, and describe a fast retargeting algorithm that enables us to instill a set of behaviors onto an arbitrary humanoid skeleton. We believe that such a system will vastly increase the use of 3D interactive characters due to the ease that new models can be animated.
Springer
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