About Hand Animation
Animated human characters in everyday scenarios must interact with the environment using their hands. Captured human motion can provide a database of realistic examples. However, examples involving contact are difficult to edit and retarget; realism can suffer when a grasp does not appear secure or when an apparent impact does not disturb the hand or the object. Physically based simulations can preserve plausibility through simulating interaction forces.
In this project, we try to use different devices to create a more real feeling of the hand simulation: cyberglove to capture 23 dof's rotation angles and apply them into our own hand model; motion capture to get the rotation and position in the virtual world; HMD to help the user to get more real feeling(including 3D ).
The next step will be using Junggon's(a post PHD) physical library for physically based grasping.
In this project, we try to use different devices to create a more real feeling of the hand simulation: cyberglove to capture 23 dof's rotation angles and apply them into our own hand model; motion capture to get the rotation and position in the virtual world; HMD to help the user to get more real feeling(including 3D ).
The next step will be using Junggon's(a post PHD) physical library for physically based grasping.
Devices information:
Vicon motion capture
Motion capture, motion tracking, or mocap are terms used to describe the process of recording movement and translating that movement on to a digital model. It is used in military, entertainment, sports, and medical applications, and for validation of computer vision and robotics. In filmmaking it refers to recording actions of human actors, and using that information to animate digital character models in 2D or 3D computer animation. When it includes face and fingers or captures subtle expressions, it is often referred to as performance capture.
In motion capture sessions, movements of one or more actors are sampled many times per second, although with most techniques, motion capture records only the movements of the actor, not his or her visual appearance. This animation data is mapped to a 3D model so that the model performs the same actions as the actor. This is comparable to the older technique of rotoscope.
In motion capture sessions, movements of one or more actors are sampled many times per second, although with most techniques, motion capture records only the movements of the actor, not his or her visual appearance. This animation data is mapped to a 3D model so that the model performs the same actions as the actor. This is comparable to the older technique of rotoscope.
Progress now
Now we are able to combine all the three devices into a whole project and tested under the mocap system. We use the mocap to get the object(HMD and the cyberglove) position and rotation real-time to control the object and use the cyberglove's sensor to control the hand model, plus the HMD to display the view in 3d mode to help the tester to see the world.
Download the tutorial
handsim_tutorial.docx | |
File Size: | 1819 kb |
File Type: | docx |