Rigging Manager for Skeletal Mesh in 3D environment
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Date
2020
Authors
Basyouny, Yahia Mahmoud Abdelrahman
Journal Title
Journal ISSN
Volume Title
Type
Other
Publisher
October University for Modern Sciences and Arts
Series Info
COMPUTER SCIENCES DISTINGUISHED PROJECTS 2020;
Doi
Scientific Journal Rankings
Abstract
In this paper, we describe and explain our project which we will implement. We will talk about computer animation is a process used to generate an animated images, where it draws a lot of its appeal to animate impossible models. Then we will explain the 3D models which are created by rigging 3D figures with virtual skeleton, where 3D figures are the skin and virtual skeleton are the bones that move the 3D figure in 3D imaginary world like realistic world. After the models are built, we will be able to animate models, where IK uses equations of kinematics to set configuration of joints that satisfies a desired position of an end effector and end effector needs a position of a target to reach it, which will help us to animate the 3D models easily. The main objective of this project are: The first level of this project, is to develop and implement the inverse kinematics algorithm. Then we will implement an algorithm for mapping two different models, where they may have not the same deformation system of bones. Then we will implement a smart algorithm that produce better results than the first level for the animation of the 3D model. Our first algorithm is FABRIK which is a heuristic method of inverse kinematics. FABRIK offers a very realistic poses and has low computational cost. Most of the multi component models, like hand, legged bodies like spiders, etc., are actually made up of several kinematic chains, and each chain typically has more than one end effector. We applied and tested FABRIK algorithm on 5 spheres that represent a chain of 4 bones, then we applied and tested it on a complex model like elephant. Then we found that the accuracy of the system on chain of length less than or equal to five is great as the movement of the chain with the existence of the pole is great and smoothly realistic, but with chain of length more than five, it is very good without the pole but with the pole the deformation of the model is damaged and produce unacceptable results. We think that our implemented system could be useful for some users. Users like designers, animators and it may be beneficial for freelancers and for small businesses.
Description
Computer sciences distinguished graduation projects 2020
Keywords
University of Modern Sciences and Arts, October University for Modern Sciences and Arts, جامعة أكتوبر للعلوم الحديثة و الآداب, MSA University, Skeletal Mesh
Citation
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