An inverse dynamics calculation method and device applied to a human-like skeleton

An inverse dynamics, human skeleton technology, applied in computing, animation production, details involving 3D image data, etc., can solve problems such as inability to modify, unfavorable character expansion, chain structure can not meet the calculation of character animation, etc. flexible effects

Active Publication Date: 2020-09-22
江苏原力数字科技股份有限公司
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0003] The calculation purpose of inverse dynamics is that when there is a character animation, the new character action can be directly calculated according to the current character action and controller input through a small number of controller inputs during the animation process, usually reverse dynamics Mathematical calculations deal with the chain structure, because the reverse dynamics calculation of the tree structure is not easy to control, but the chain structure cannot satisfy the calculation of character animation, because the character skeleton is basically a tree structure in the CG production process, so In order to use chain inverse dynamics to achieve full-body inverse dynamics effects, it is necessary to split the character's bones;
[0004] Traditional full-body inverse dynamics splitting is a fixed template. One type of character uses a fixed template, which cannot be modified. Then, after setting the character skeleton into the fixed template, the calculation is performed, such as the human inverse dynamics system, but this It is not conducive to character expansion, because if you need to control a quadruped now, the human template cannot actually meet the demand, then the traditional method needs to be redeveloped

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  • An inverse dynamics calculation method and device applied to a human-like skeleton

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Embodiment 1

[0033] Now there is a human character, the character needs to put on a running posture, when the animator adjusts the animation of the character, suddenly it needs to replace the character with a humanoid creature with hoofed feet, because the skeleton of the humanoid creature is not the same as the real human character Not the same, then it is definitely not possible to simply transfer the animation information of the skeleton for animation transfer;

[0034] At this time, you need to use the full-body inverse dynamics tool. If the human character only has animation, then you need to set the inverse dynamics tool for the new humanoid character and then calculate it. Use the current tool to split and build the humanoid creature Full-body inverse dynamics tool settings (humanoids and humans only have legs, then replace the default human character full-body inverse dynamics leg components with hoof and foot components), and then capture the animation input of the key joints of th...

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Abstract

The invention provides an inverse dynamics calculation method applied to a human-like skeleton, comprising the following steps: splitting the human skeleton into arm parts, leg parts, spine parts and neck parts; The leg parts are updated, and the inverse dynamics calculation is performed to determine whether it exceeds the limit. If it exceeds the limit, check whether there is an input at the starting end of the spine part. If not, follow the overrun offset of the arm part and the leg part Update the starting end of the spine component, if there is input, update the spine component according to the input of the spine component, perform inverse dynamics calculation on the updated spine component and judge whether it exceeds the limit, if it exceeds the limit, according to the overrun The offset updates the starting input of the leg part and the arm part at the same time, and the inverse dynamics of the arm part and the leg part are updated again at the same time; the effect of the neck part is calculated by the orientation constraint or spline inverse dynamics , so as to obtain the animation effect closest to the current one for each component.

Description

technical field [0001] The invention relates to the technical field of animation capture and animation editing, in particular to an inverse dynamics calculation method and device applied to a human-like skeleton. Background technique [0002] Full-body inverse dynamics calculation is very important in the field of animation capture and animation editing, which can improve the production efficiency of the entire process. After using the whole-body inverse dynamics tool, a small amount of input can be used to process a more complex animation effect. And the process is completely controllable, which ensures the effect and improves the efficiency at the same time; [0003] The calculation purpose of inverse dynamics is that when there is a character animation, the new character action can be directly calculated according to the current character action and controller input through a small number of controller inputs during the animation process, usually reverse dynamics Mathema...

Claims

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Application Information

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Patent Type & Authority Patents(China)
IPC IPC(8): G06T13/40
CPCG06T13/40G06T2200/04
Inventor 赵锐侯志迎
Owner 江苏原力数字科技股份有限公司
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