人体骨骼动画技术是虚拟人物建模中的研究重点。
Animating human bodies becomes one of the most active research fields in virtual human modeling.
改进的播放器的骨骼动画质量,从而降低了动画的错误。
Improved Player bone animation quality, which reduced animation error.
新的骨骼动画:骨骼动作效果得到一定的提升,使枪战更为真实。
New Animations: Animations have been improved to make the gunplay more realistic.
在关键帧骨骼动画中,中间帧的生成效果直接影响着动画的自然流畅程度。
In the skeletal animation, effect of in-between frames will influence the fluency of animation directly.
在现有人体骨骼动画的制作过程中,动画师必需手工标定人体各主要关节点位置及人体骨架每一关键帧的姿态,工作量巨大。
Animating an articulated three dimensional human model currently requires manual rigging to specify its internal skeletal structure and to define how the input motion deforms its surface.
为你的骨骼创建一个简单的动画或者导入一些动画数据作为一个蒙皮结果的测试。
Creating a simple animation for your rig or importing some animation data to act as a test for the skinning.
每一个为人形动画或任何动画捕捉创建的新骨骼装备,都将得到一个近似的人形身体和人形运动。
Every new skeleton rig built for a humanoid character or any animation captured will be an approximation of the human body and human motion.
基于骨骼的动画。
本文所做的主要研究工作和创新性体现在以下几个方面:1采用基于人物骨架的骨骼蒙皮方式实现人物动画。
The main works and innovations of this thesis are list below: 1 Design and implement a skinned skeletal animation based on the human body backbone.
第三部分是一个简单的动画记录初步折叠纸箱组成,利用为骨骼坐标合盈设置。
Part 3 a simple animation is recorded of the initial folding up of the carton, using HPB Settings in the coordinates for the bones.
目前,我们正查找并添加旋转自由度,这是因为它是一种在性能上耗费相对较低的方法,它可在对骨骼的细节要求不是特别高的动画中弥补质量的不足。
We are currently looking at adding translationDoF as it is a relatively cheap way in term of computation performance to compensate for animation quality on less detailed skeleton rigs.
骨骼过去经常创建出人形绑定,但有别于动画文件。
It happens that the skeleton used to create the Humanoid Rig differs from the one in the animation file.
骨骼蒙皮算法以其速度快等优点在角色人物变形动画中始终是使用最为广泛的皮肤变形算法。
Smooth skinning is always a most widely used method of skin deformation with the advantage of a faster algorithm for the animation of deformable human and creature characters.
中间骨骼没有动画。
利用动作捕捉技术记录舞蹈演员的表演,根据获取的动作数据,采用骨骼蒙皮动画的方式进行实时虚拟舞蹈的展示。
We use motion capture technique to record actors' original performance and implement skeleton animation for real-time virtual dance exhibition.
第一阶段包括标准骨骼从动画转换成规范化的人形动画片段(或者是肌肉片段)。
The first phase consists of converting a standard skeleton transforms animation to a normalized humanoid animation clip (or Muscle Clip).
姿态模式:骨骼在动画模式,骨头可以移动,缩放旋转,添加约束,你可以把你的角色摆造型,或者为他们设置关键祯。
Pose Mode: your armature is ready to be animated, each bone can be moved, scaled or rotated, constraints get applied, you can pose your character, add keys and animate the bone's behavior over time.
为了实现虚拟空间中人体动画的逼真运动,基于解剖学建立了虚拟人体三维骨骼模型。
In order to achieve realistic human motion in virtual environment, a 3D skeleton model of virtual human is built.
动画做工精细但网停止环绕骨骼正常(似乎)有什么看起来是不同的顶点附着在不同的骨骼造成一个奇怪的混乱。
The animations work fine but the mesh stops wrapping around the bones properly (it seems) with what looks to be different vertices attaching themselves to different bones causing a strange mess.
这次比赛需要下载提供的模型,你只要为它搭建骨骼并动画,模型也包含了所有的纹理贴图。
I would like to announce new competition. This time all you need to do is download attached model, rig it and animate. All textures are included.
用XSI软件高效建立角色动画骨骼设定教程,操纵角色性格开发。
Efficiently build rigs and learn a customizable approach to character rigging using XSI's Character Development Kit.
用XSI软件高效建立角色动画骨骼设定教程,操纵角色性格开发。
Efficiently build rigs and learn a customizable approach to character rigging using XSI's Character Development Kit.
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