Automatisch generierte Laufmuster für virtuelle Charaktere
Abstract
The motion of a virtual character is very significant to give a realistic impression. This thesis deals with locomotion. Here motion capture data or modelling data provide a basis for motion blending. Modules of the realisation are weight computation, motion data interpolation (quaternion blending), timewarping, motion path treatment and paramerisation model for locomotion. The setup of the target locomotion is achieved through a parameter vector input in runtime. Transitions between motion cycles of different parameter vectors are possible everytime and all parameter dimensions can be concerned. The weights of the existing motion cycles are computed by cardinal basis functions. Quaternions are projected onto the surface of a 4D-hemisphere and the quaternion blending is implemented as weighted linear interpolation and is followed by quaternion normalisation