Rigging Manager for Skeletal Mesh in 3D environment

dc.AffiliationOctober University for modern sciences and Arts (MSA)  
dc.contributor.authorBasyouny, Yahia Mahmoud Abdelrahman
dc.date.accessioned2021-01-23T11:31:29Z
dc.date.available2021-01-23T11:31:29Z
dc.date.issued2020
dc.descriptionComputer sciences distinguished graduation projects 2020en_US
dc.description.abstractIn 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.en_US
dc.description.sponsorshipDr. Ahmed Farouken_US
dc.identifier.citationCopyright © 2020 MSA University. All Rights Reserved.en_US
dc.identifier.urihttp://repository.msa.edu.eg/xmlui/handle/123456789/4342
dc.language.isoenen_US
dc.publisherOctober University for Modern Sciences and Artsen_US
dc.relation.ispartofseriesCOMPUTER SCIENCES DISTINGUISHED PROJECTS 2020;
dc.subjectUniversity of Modern Sciences and Artsen_US
dc.subjectOctober University for Modern Sciences and Artsen_US
dc.subjectجامعة أكتوبر للعلوم الحديثة و الآدابen_US
dc.subjectMSA Universityen_US
dc.subjectSkeletal Meshen_US
dc.titleRigging Manager for Skeletal Mesh in 3D environmenten_US
dc.typeOtheren_US

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