pdf地址:Introduction to Character Animation
3D Computer Animation
- Simulation: rigid bodies,deformable solids,ropes, thin shells, cloth,fluid, smoke, sound…Phenomenon
- Character Animation: humans, animals,virtual creatures,hands, robots,crowds…Behavior
- 一般一个角色只有二三十个关节数,50到100+参数
- 把劳动密集型的民工活-> 计算密集型的计算机活
- Character Animation Pipeline
- Forward Kinematics
- Inverse Kinematics
- Interpolation
- Motion Capture
- Motion Retargeting
- Motion Graphs/State Machines:重用已有数据,生成新的动作
- 问题:太复杂,容易出bug
- Motion Matching:不是完整地播放一个动作,而是在更加细粒度的情况下,比如每一帧结束后,通过一个最近邻搜索,去找到一个新的姿态,同时满足要控制的目标、与当前角色的动作不能差太远保证动作连续性
- Learning-based Approaches
- Motion Generative Models
- Cross-Modal Motion Synthesis:跨模态动作生成
- Problems of Kinematic Methods
- 物理问题,如穿模
- 与环境交互的意外动作,动作库中没有
- Motion Reconstuction with Sparse
- 3 Point Tracking
- Proportional-Derivative(PD) Control
- trajectory crafting - NaturalMotion: 设计轨迹,然后再根据类似pd控制的方法去进行物理仿真
- Spacetime/Trajectory Optimization
- Abstract Models-simbicon
- DRL-based Tracking Controllers