KR920022121A - How to write animation - Google Patents

How to write animation Download PDF

Info

Publication number
KR920022121A
KR920022121A KR1019910007391A KR910007391A KR920022121A KR 920022121 A KR920022121 A KR 920022121A KR 1019910007391 A KR1019910007391 A KR 1019910007391A KR 910007391 A KR910007391 A KR 910007391A KR 920022121 A KR920022121 A KR 920022121A
Authority
KR
South Korea
Prior art keywords
motion
animal
force
constraints
joint
Prior art date
Application number
KR1019910007391A
Other languages
Korean (ko)
Inventor
도시야스 구니이
리쯔네이 손
Original Assignee
소오 유끼
슈꾜호진 곤고젠 소혼잔 쇼린지
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 소오 유끼, 슈꾜호진 곤고젠 소혼잔 쇼린지 filed Critical 소오 유끼
Priority to KR1019910007391A priority Critical patent/KR920022121A/en
Publication of KR920022121A publication Critical patent/KR920022121A/en

Links

Landscapes

  • Processing Or Creating Images (AREA)

Abstract

내용 없음No content

Description

애니메이션 작성 방법How to write animation

본 내용은 요부공개 건이므로 전문내용을 수록하지 않았음Since this is an open matter, no full text was included.

제2도는 관절에 작용하는 힘의 예의 제어 그래프.2 is a control graph of an example of a force acting on a joint.

제3a도 및 제3b도는 동력학에 의한 계산의 양식도.3a and 3b are modal diagrams of calculations by kinetics.

제4a도 및 제4b도는 역동력학에 의한 계산의 모식도.4a and 4b are schematic diagrams of calculations by inverse dynamics.

Claims (2)

컴퓨터를 써서 애니메이터가 새로운 움직임을 설계하는 애니메이션 작성 방법이며, 그 애니메이션 작성 방법은 인체나 동물체를 움직임의 최소 단위로 되는 부분으로 분해하고, 이들 각각의 부분 고유의 성질, 상호의 관계 및 관절의 움직임 범위등의 제약 조건에 기준하여 인체 모델이나 동물체 모델을 작성하여 데이타베이스에 입력하는 단계와, 인간이나 동물의 실제의 동작을 입력하는 단계와, 입력된 동작을 역동력학을 적용해서 계산하고, 전체 및 각부분의 무게 중심·각 관절에 작용하는 힘토오크 전체의 무게 중심·무게 중심에 작용하는 힘·토오크를 계산하는 단계와, 상기 데이타베이스에서 기본적인 동작을 선택해서 그 물리적 변수를 변경하는 단계와, 몸의 각 부분을 다른 부분과 분리하고, 상기 실제의 동작을 상호 결합 관계와 관절의 움직임의 범위에 관하는 제약 조건을 무시하고 지정된 힘 및 동력학 방정식만에 기준해서 새로운 움직임을 계산하는 단계와, 그 계산 결과에 대해서 상호 결합 관계와 관절의 움직임의 범위의 물리적 제약 조건을 점검해서 수정하는 단계와, 상기 계산한 결과를 써서 화면상에 인간이나 동물의 움직임을 표시하는 단계로 이루어진 것을 특징으로 하는 애니메이션 작성방법.Animators use computer to create animations that design new movements. Animation creation methods break up the human body or animal into the smallest units of movement, and each of these parts has its own properties, relationships, and joint movements. Creating a human body model or animal model based on constraints such as ranges and inputting them into a database, inputting actual motions of a human or animal, calculating the input motions by applying dynamic dynamics, and Calculating the force and torque acting on the center of gravity and the center of gravity of the entire force torque acting on each part and the joints, changing the physical variables by selecting a basic operation from the database; Separate each part of the body from other parts, and the actual motion of the joints and joint movement Computing new motions based on specified force and dynamic equations, ignoring constraints on arbitrary ranges, and checking and correcting the physical constraints of the range of joint movements and joint motions for the results of the calculations. And displaying a motion of a human or an animal on the screen by using the calculated result. 컴퓨터를 써서 애니메이터가 새로운 움직임을 설계하는 애니메이션 작성 방법이며. 그 애니메이션 작성 방법은 인체나 동물체를 움직임의 최소 단위로 되는 부분으로 분해하고, 이들 각각의 부분 고유의 성질, 상호의 관계 및 관절의 움직임의 범위등의 제약 조건에 기준하여 인체 모델이나 동물 모델을 작성하여 데이타베이스에 입력하는 단계와, 인간이나 동물의 실제의 동작을 입력하는 단계와, 입력된 동작을 역동력학을 적용해서 계산하고, 전체 및 각 부분의 무게 중심·각 관절에 작용하는 힘토오크 전체의 무게 중심·무게 중심에 작용하는 힘·토오크를 계산하는 단계와, 상기 데이타베이스에서 기본적인 동작을 선택해서 그 물리적 변수를 변경하는 단계와, 몸의 각 부분을 다른 부분과 분리하고, 상기 실제의 동작을 상호 결합 관계와 관절의 움직임의 범위에 관하는 제약 조건을 무시하고 지정된 힘 및 동력학 방정식만에 기준해서 새로운 움직임을 계산하는 단계와, 그 계산 결과에 대해서 상호 결합관계와 관절의 움직임의 범위의 물리적 제약 조건을 점검해서 수정하는 단계와, 힘과 움직임의 관계를 역동력학을 적용해서 계산하는 단계와, 상기 동력학에 의해 계산한 움직임과 역동력학에 의해 계산한 힘 및 무게 중심을 합성해서 화면상에 표시하는 단계로 이루어진 것을 특징으로 하는 애니매이션 작성방법.It's a computer-based way to create animations for animators to design new movements. The animation creation method decomposes a human body or an animal body into parts that are the minimum unit of movement, and then creates a human body or animal model based on constraints such as the inherent properties of each part, mutual relations, and the range of joint movement. Compose and input into the database, input the actual motion of human or animal, calculate the input motion by applying dynamic dynamics, and force torque acting on the center of gravity and each joint of the whole and each part Calculating forces and torques acting on the center of gravity and weight of the whole, selecting basic motions from the database and changing their physical variables, separating each part of the body from other parts, Based on specified force and kinematic equations, ignoring the constraints relating to the mutual coupling relationship and the range of motion of the joints Calculating the new motion, checking and correcting the physical constraints of the mutual coupling relationship and the range of motion of the joints, and calculating the relationship between the force and the motion by applying dynamic dynamics, And synthesizing the motion calculated by the dynamics and the force and the center of gravity calculated by the dynamics and displaying the result on the screen. ※ 참고사항 : 최초출원 내용에 의하여 공개하는 것임.※ Note: The disclosure is based on the initial application.
KR1019910007391A 1991-05-08 1991-05-08 How to write animation KR920022121A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
KR1019910007391A KR920022121A (en) 1991-05-08 1991-05-08 How to write animation

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
KR1019910007391A KR920022121A (en) 1991-05-08 1991-05-08 How to write animation

Publications (1)

Publication Number Publication Date
KR920022121A true KR920022121A (en) 1992-12-19

Family

ID=67432651

Family Applications (1)

Application Number Title Priority Date Filing Date
KR1019910007391A KR920022121A (en) 1991-05-08 1991-05-08 How to write animation

Country Status (1)

Country Link
KR (1) KR920022121A (en)

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR20020017576A (en) * 2000-08-31 2002-03-07 이준서 System and method for motion capture using camera image
KR100496718B1 (en) * 1999-06-11 2005-06-23 펄스 엔터테인먼트 인코포레이티드 System, method and apparatus for animating a character on a computer, server computer for downloading animation files, and computer implemented system for generating an animation character

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR100496718B1 (en) * 1999-06-11 2005-06-23 펄스 엔터테인먼트 인코포레이티드 System, method and apparatus for animating a character on a computer, server computer for downloading animation files, and computer implemented system for generating an animation character
KR20020017576A (en) * 2000-08-31 2002-03-07 이준서 System and method for motion capture using camera image

Similar Documents

Publication Publication Date Title
Chadwick et al. Layered construction for deformable animated characters
US7076337B2 (en) Ambulation control apparatus and ambulation control method of robot
US5623428A (en) Method for developing computer animation
Huang et al. A multi-sensor approach for grasping and 3D interaction
Abdel-Malek et al. Towards a new generation of virtual humans
Callennec et al. Interactive motion deformation with prioritized constraints
Meseure et al. Deformable body simulation with adaptive subdivision and cuttings
Otaduy et al. Stable and responsive six-degree-of-freedom haptic manipulation using implicit integration
Verschoor et al. Soft hand simulation for smooth and robust natural interaction
Shapiro et al. Dynamic animation and control environment
Lee et al. Spline joints for multibody dynamics
EP0520099A1 (en) Applied motion analysis and design
KR920022121A (en) How to write animation
Stirling et al. Development of a computational model for astronaut reorientation
Armstrong et al. Dynamics for animation of characters with deformable surfaces
US10409928B1 (en) Goal oriented sensorimotor controller for controlling musculoskeletal simulations with neural excitation commands
Multon et al. Interactive animation of virtual humans based on motion capture data
Badler Design of a human movement representation incorporating dynamics
Caldwell et al. Dextrous exploration of a virtual world for improved prototyping
KR920022123A (en) How to develop exercise movements
JPH08329272A (en) Animation generator method
Banica et al. Inverse dynamic modeling of a parallel elbow rehabilitation robot for spasticity treatment
Park et al. Realistic animation using musculotendon skeletal dynamics and suboptimal control
Park et al. Forward dynamics based realistic animation of rigid bodies
KR920022124A (en) Feature development method

Legal Events

Date Code Title Description
WITN Withdrawal due to no request for examination