CN101021953A - Three-dimensional animation generating method based on high state machine - Google Patents

Three-dimensional animation generating method based on high state machine Download PDF

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Publication number
CN101021953A
CN101021953A CNA2007100639547A CN200710063954A CN101021953A CN 101021953 A CN101021953 A CN 101021953A CN A2007100639547 A CNA2007100639547 A CN A2007100639547A CN 200710063954 A CN200710063954 A CN 200710063954A CN 101021953 A CN101021953 A CN 101021953A
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state
action data
motion
higher layer
action
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赵沁平
齐越
沈旭昆
王靓
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Beihang University
Beijing University of Aeronautics and Astronautics
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Beihang University
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Abstract

This invention relates to a generation method for 3-D animations based on a high layer state machine including: displaying action data on a pattern output device of a computer by a visualizing method, selecting needed action data and using structure motion entity to describe the motion character owned by the action data, defining the state set to structure a high layer state machine based on the entity, joining the motion data with a conversion relation according to the logic described by the state machine to generate a longer continuous new 3-D animation.

Description

Generation method based on the three-dimensional animation of higher layer conditions machine
Technical field
The invention belongs to the computer animation field, specifically, is a kind of method that generates three-dimensional animation based on the higher layer conditions machine.
Background technology
Utilize computing machine to carry out animation creation is the research focus always, and main method has: key frame method, based on the method for model with based on the method for capturing movement etc.The key frame method is the nature that moves of controlled motion but can not guarantee automatically accurately.The motion that can produce nature based on the method for model, but the model reusability is very limited, and be difficult for grasping.Along with the increase of industries such as 3d gaming, digital entertainment to the computer animation demand, consumer's requirement also day by day improves, and said method can't satisfy the demand for development of animation creation.
Method based on capturing movement directly writes down the action data of object and uses it for the generation computer animation, easy passive painter grasps, and has the efficient height, and the animation of generation is rich in advantages such as the sense of reality, overcome the limitation of prior art, become the hot technology in computer animation field.But capturing movement equipment prevailing price costliness is a little less than the adaptive faculty to changes in demand.However, catch the action data that obtains and can update utilization again, making becomes the research focus in computer animation field based on the various data processing and methods for using thems of capturing movement technology.
The fundamental purpose of the whole bag of tricks research is to make the action segment behind the editor can satisfy the requirement of given scenario, thereby improves the reusability of action data.Edit methods has the skew mapping method preferably, as Bruderlin, A., Williams, L.Motion Signal Processing.In:Proceedings ofSIGGRAPH 95, ACM SIGGRAPH, 97-104, the motion deformation method, as Witkin, A., Popovic, Z.Motion Warping.In:Proceedings of SIGGRAPH 95, ACMSIGGRAPH, 105-108, motion is redirected algorithm, as: Gleiche r, M..RetargetingMotion to New Characters.In:Proceedings of SIGGRAPH.98, ACMSIGGRAPH, 3342 etc.Maturation along with capture technique, action data kind and number increase day by day, researchers are gradually on the tissue and layout with sight go to action data, it is longer to generate length, more complicated motion, such as space-time restriction method Rose, C., Guente r, B., Bodenheimer, B.and Cohen, M.F.Efficient Generation of Motion Transitions usingSpacetime Constraints. In:Proceedings of SIGGRAPH 96, ACMSIGGRAPH, 147-154. and motion diagram method Kovar, L., Gleicher, M., and Pighin, F.Motion GraphS.In:Proceedings of SIGGRAPH 2002, ACMSIGGRAPH, 473-482 etc.
Said method passes through deal with data, make the action data of moving object obtain utilizing again largely, improved the ability that the action data adaption demand changes, but still lacked from macroeconomic significance with more natural, the mode that meets people's logic custom is described the behavior of moving object.
Summary of the invention
The generation method that the purpose of this invention is to provide a kind of three-dimensional animation based on the higher layer conditions machine, use existing action data, by definition motion primitive, and structure is based on the higher layer conditions machine of motion primitive, realization generates new three-dimensional animation to the description of moving object behavior.
Another purpose of this method provides a kind of describing mode natural, that meet people's custom, realizes the various actions of moving object are unified to describe, and has supported reusing of behavior preferably.
For achieving the above object, the present invention proposes a kind of generation method of the three-dimensional animation based on the higher layer conditions machine, and concrete way is as follows:
(1) adopt visualization method on the graphical output device of computing machine, to show existing action data;
(2) choose the action data that needs, the motion primitive of utilization structureization is described the motion feature that action data possessed;
(3) according to the set of motion primitive definition status, make up higher layer conditions machine based on motion primitive;
(4) logic of describing according to state machine seamlessly transits the action data that has transformational relation, generates longer continuous new three-dimensional animation.
In the technique scheme, in the step (1), existing action data be to use current use widely capturing movement equipment collect, also comprise the execution in step of method for visualizing in this step.
In the technique scheme, in the step (2), comprise the character and the characteristics of structuring campaign primitive, and use the describing method of motion primitive action data.
Described structuring campaign primitive is to be used for explaining the descriptive language that a moving object should be finished a certain particular task, has unit, inseparability, and its execution has continuity.
In the technique scheme, the state set in the step (3) is to obtain according to the motion primitive that defines.
In the technique scheme, the structure based on the higher layer conditions machine of motion primitive in the step (3) comprises following ingredient: the finite aggregate S of state, R, Q, state transition function f, output function g and original state q I
In the technique scheme, the transition described in the step (4) is to having the action data of transformational relation in the state machine, carrying out seamlessly transitting of time and space respectively.
The invention has the advantages that:
(1) has good versatility, can create the action data of various moving objects;
(2) provide a kind of structurized motion primitive, convenient unified description to the object behavior;
(3) describe object of which movement by making up state machine, make the object of which movement that represents on the computing machine rationalize more, meet people's logic custom, satisfy user's generation animation demand.
Description of drawings
Fig. 1 is implementing procedure figure of the present invention;
Fig. 2 is the constitutional diagram of a concise and to the point higher layer conditions machine of the present invention.
Embodiment
Below in conjunction with the drawings and specific embodiments the present invention is described in further detail.
Main process flow diagram of the present invention as shown in Figure 1, concrete steps are as follows:
(1) adopt visualization method on the graphical output device of computing machine, to show existing action data.
Wherein, existing action data collects by existing three-dimensional motion capture device, data file be the three-dimensional data of object of which movement, multiple form can be arranged, such as BVH, t10, txt etc.Here existing three-dimensional motion capture device has some kinds can adopt, such as Vicon512 etc.Graphical output device comprises CRT, LCD, three dimensional display etc., and the user can with the naked eye see the result intuitively.
The method for visualizing step comprises three steps:
The first step, animation application program of programming development based on 3 d graphic library.This program realizes the loading to exercise data and model file etc., and two-dimensional bodies or three-dimensional body are shown on the graphical output device, generate high-quality computer picture, the user can observe objects displayed from different angles, programming language can be C, C++, perhaps Java etc., this language requirement is supported graphical programming, such as OpenGL, Direct3D etc.;
In second step, use 3 d modeling software that modeling is carried out in moving object, and model is derived with file mode;
The 3rd step, use the program of developing in the first step, read action data and model file, drive a virtual three-dimensional motion object, the motion of this object is presented on the graphical output device intuitively.
By method for visualizing, the user can know the action implication of specific action data representation intuitively, makes things convenient for the user as required action data to be selected.
In step (1), in order to obtain desirable action, in the gatherer process of data, can gather the exercises of moving object as much as possible, comprise identical action and different actions.The purpose of doing like this is the operation that makes things convenient for subsequent step, guarantees to obtain ideal results.
(2) choose the action data that needs, the motion primitive of utilization structureization is described the motion feature that action data possessed.
The structurized motion primitive here refers to the descriptive language that statement moving object should be finished the structured form of a certain particular task.It has unit, inseparability, and its execution has continuity.Motion primitive has been described object abstractively in movable central various actions, for the user provides a virtual interface, and because of its structured English form, the virtual reappearance that has made things convenient for the programming personnel to move.
In this step, use motion primitive as follows: at first to the describing method of action data, action implication according to the exercises data representation of method for visualizing demonstration in the step (1), user definition reasonably can be described the motion primitive of this action data typically, in modes such as data structure or data variable in filename, the program, that this motion primitive is corresponding with this action data.Wherein, be man-to-man relation between motion primitive and the action data, thereby guaranteed that effectively action data can be retrieved exactly.Such as, in badminton game, athletic action can be described like this: " forehand service ", " backhand serve ", " wait is received ", " back court moves right ", " swinging the bat " etc.Descriptive language can Chinese or English form.
(3) according to the set of motion primitive definition status, make up higher layer conditions machine based on motion primitive.
Wherein, the finite aggregate of higher layer conditions machine is to determine according to the motion primitive of definition in the step (2).
In this step, the structure based on the higher layer conditions machine of motion primitive comprises following ingredient: the finite aggregate S of state, R, Q, state transition function f, output function g and original state q I
A higher layer conditions machine is one six group M=(Q, S, R, f, g, q in order I), wherein S set is limited input table, the input parameter that it provides state machine to need, and set R is limited output table, be the set that all output parameters are formed, S set, the parameter of R can have various ways, such as letter, numeral, English word, perhaps combination of letter and number etc.Set Q is the finite aggregate of state, comprises the pairing state of everything data of animation creation needs.The present invention uses q i, i={0,1,2,3 ... } and the expression moving object certain state, so, different q iThe set of forming is set Q.
State transition function f is used for describing the state of moving object, and it is that state set Q meets the cartesian product that collects S with input, and codomain is the subclass of state set Q: f:Q * S → Q.Such as, in shuttlecock, when ball is fought back to the sportsman,, use function f can obtain athletic next state " back court moves right " or other states according to the flight parameter of athletic current state " wait is received " and ball.
Output function g describes the output of state machine, and its field of definition is Q * S, and codomain is set R, that is: g:Q * S → R.Such as in badminton, if the next state that obtains is " back court moves right ", so, can offer the output parameter that program is carried out needs according to function g, these parameters are decided according to factor such as the concrete program and the data structure of definition.
q IBe the original state of state machine: q I∈ Q.
(4) logic of describing according to state machine seamlessly transits the action data that has transformational relation, generates longer continuous new three-dimensional animation.
In this step,, finish behavior description to moving object according to the higher layer conditions machine of creating in the step (3).Further, also need action data, carry out seamlessly transitting of time and space respectively, so just intactly created new three-dimensional animation the corresponding states that has transformational relation in the state machine.
Two adjacent action datas kept this means the next frame of the end frame of previous action data continuously on time shaft before and after temporal transition was meant, were the start frames of a back action data.The method that the time transition is adopted is to guarantee that the execution of Guarantee Status machine is a round-robin when creating the higher layer conditions machine, and all there are input and output in each state, and promptly all there is follow-up state in each state, and does not have dead end in the loop.
The object action that two adjacent action datas were represented before and after transition on the space was meant with the naked eye sees it is level and smooth, be that object switches to a back action from previous action, the motion of middle transition part object does not have shake, and unconformable situation such as slip takes place.The method of space transition by interpolation realizes that interpolation method has many kinds, as linear interpolation, sphere linear interpolation, and cubic spline interpolation etc., the difference that requires according to the data layout that adopts, level and smooth validity and difference to some extent.Various interpolation methods all are existing mature technology.

Claims (9)

1. generation method based on the three-dimensional animation of higher layer conditions machine is characterized in that step is as follows:
(1) adopt visualization method on the graphical output device of computing machine, to show existing action data;
(2) choose the action data that needs, the motion primitive of utilization structureization is described the motion feature that action data possessed;
(3) according to the set of motion primitive definition status, make up higher layer conditions machine based on motion primitive;
(4) logic of describing according to state machine seamlessly transits the action data that has transformational relation, generates longer continuous new three-dimensional animation.
2, the generation method of the three-dimensional animation based on the higher layer conditions machine according to claim 1, it is characterized in that: the existing action data in the described step (1) is to use capturing movement equipment to collect.
3, the generation method of the three-dimensional animation based on the higher layer conditions machine according to claim 1, it is characterized in that: the visualization method step in the described step (1) is as follows:
(1) animation application program of programming development based on 3 d graphic library;
(2) use 3 d modeling software that modeling is carried out in moving object, and model is derived with file mode;
(3) use the animation application program of step (1) exploitation, read action data and model file, drive a virtual three-dimensional motion object, the motion of this object is presented on the graphical output device intuitively.
4, the generation method of the three-dimensional animation based on the higher layer conditions machine according to claim 1, it is characterized in that: the structurized motion primitive in the described step (2) refers to explain the descriptive language that moving object should be finished the structured form of a certain particular task.
5, the generation method of the three-dimensional animation based on the higher layer conditions machine according to claim 1, it is characterized in that: the motion primitive of described step (2) utilization structureization comprises the character and the characteristics of structuring campaign primitive to the describing method of action data, and use motion primitive is to the describing method of action data, the steps include: action implication according to the exercises data representation of method for visualizing demonstration in the step (1), user definition reasonably can be described the motion primitive of this action data typically, with filename, data structure or data variable mode in the program, this motion primitive is corresponding with this action data, wherein, be man-to-man relation between motion primitive and the action data, guaranteed that action data can be retrieved exactly.
6, the generation method of the three-dimensional animation based on the higher layer conditions machine according to claim 1, it is characterized in that: the structure based on the higher layer conditions machine of motion primitive in the described step (3) comprises following ingredient: the finite aggregate S of state, R, Q, state transition function f, output function g and original state q 1, wherein S set is limited input table, the input parameter that it provides state machine to need, and set R is limited output table, is the set that all output parameters are formed, set Q is the finite aggregate of state, comprises the pairing state of everything data of animation creation needs; State transition function f is used for describing the state of moving object, and it is that state set Q meets the cartesian product that collects S with input, and codomain is the subclass of state set Q: f:Q * S → Q; Output function g describes the output of state machine, and its field of definition is Q * S, and codomain is set R, that is: g:Q * S → R; q 1Be the original state of state machine: q 1∈ Q.
7, the generation method of the three-dimensional animation based on the higher layer conditions machine according to claim 1, it is characterized in that: the transition in the described step (4) comprises that the action data to there being transformational relation carries out seamlessly transitting of time and space respectively.
8, the generation method of the three-dimensional animation based on the higher layer conditions machine according to claim 7, it is characterized in that: two adjacent action datas kept continuous before and after described temporal transition was meant on time shaft, it is the next frame of the end frame of previous action data, it is the start frame of a back action data, the method that the time transition is adopted is to guarantee when creating the higher layer conditions machine, the execution of Guarantee Status machine is a round-robin, all there are input and output in each state, be that each state all exists follow-up state, and do not have dead end in the loop.
9, the generation method of the three-dimensional animation based on the higher layer conditions machine according to claim 7, it is characterized in that: the object action that two adjacent action datas were represented before and after the transition on the described space was meant with the naked eye sees it is level and smooth, be that object switches to a back action from previous action, the motion of middle transition part object does not have shake, and unconformable situation such as slip takes place; The space transition realizes by the method for interpolation.
CNA2007100639547A 2007-02-15 2007-02-15 Three-dimensional animation generating method based on high state machine Pending CN101021953A (en)

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Cited By (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN102637073A (en) * 2012-02-22 2012-08-15 中国科学院微电子研究所 Method for realizing human-computer interaction at three-dimensional animation engine bottom layer
CN104574479A (en) * 2015-01-07 2015-04-29 北京科艺有容科技有限责任公司 Rapid generating method for bird single feathers in three-dimensional animation
CN105040634A (en) * 2015-07-21 2015-11-11 山东康威通信技术股份有限公司 System and method for dynamically displaying rubber dam displacement and deformation through three-dimensional model
CN108846164A (en) * 2018-05-23 2018-11-20 中国人民解放军63920部队 Show the method for visualizing and visualization device of spacecraft characteristic event
CN111399813A (en) * 2020-04-10 2020-07-10 上海米哈游天命科技有限公司 State switching system and method for object
CN111862272A (en) * 2019-04-30 2020-10-30 北京达佳互联信息技术有限公司 Animation state machine creation method, animation control method, device, equipment and medium
CN112587929A (en) * 2020-12-22 2021-04-02 上海完美时空软件有限公司 Game copy generation method, device and equipment
CN112802164A (en) * 2021-04-06 2021-05-14 成都完美时空网络技术有限公司 Method and device for realizing animation state machine, storage medium and electronic device

Cited By (13)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN102637073B (en) * 2012-02-22 2014-12-24 中国科学院微电子研究所 Method for realizing human-computer interaction at three-dimensional animation engine bottom layer
CN102637073A (en) * 2012-02-22 2012-08-15 中国科学院微电子研究所 Method for realizing human-computer interaction at three-dimensional animation engine bottom layer
CN104574479A (en) * 2015-01-07 2015-04-29 北京科艺有容科技有限责任公司 Rapid generating method for bird single feathers in three-dimensional animation
CN104574479B (en) * 2015-01-07 2017-08-25 北京春天影视科技有限公司 The rapid generation of the single feather of birds in a kind of three-dimensional animation
CN105040634A (en) * 2015-07-21 2015-11-11 山东康威通信技术股份有限公司 System and method for dynamically displaying rubber dam displacement and deformation through three-dimensional model
CN108846164A (en) * 2018-05-23 2018-11-20 中国人民解放军63920部队 Show the method for visualizing and visualization device of spacecraft characteristic event
CN111862272B (en) * 2019-04-30 2023-06-20 北京达佳互联信息技术有限公司 Animation state machine creation method, animation control method, device, equipment and medium
CN111862272A (en) * 2019-04-30 2020-10-30 北京达佳互联信息技术有限公司 Animation state machine creation method, animation control method, device, equipment and medium
CN111399813A (en) * 2020-04-10 2020-07-10 上海米哈游天命科技有限公司 State switching system and method for object
CN111399813B (en) * 2020-04-10 2023-08-29 上海米哈游天命科技有限公司 State switching system and method for object
CN112587929B (en) * 2020-12-22 2022-09-09 上海完美时空软件有限公司 Game copy generation method, device and equipment
CN112587929A (en) * 2020-12-22 2021-04-02 上海完美时空软件有限公司 Game copy generation method, device and equipment
CN112802164A (en) * 2021-04-06 2021-05-14 成都完美时空网络技术有限公司 Method and device for realizing animation state machine, storage medium and electronic device

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