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Quality of posture of a humanoid character in a reactive stepping animation obtained using inverse kinematics.

Gijzel, B.E.M. (2023) Quality of posture of a humanoid character in a reactive stepping animation obtained using inverse kinematics.

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Abstract:The quality of animations of virtual characters play a key role in game experience. Inverse kinematics (IK) can provide a fast way of making humanoid animations by only having to position the end-effector. However, not all inverse kinematics methods result in natural body posture. In this research, we studied the effect of using IK for animating reactive stepping motions on the quality of a character's posture. Reactive stepping motions in five directions were recorded with a single subject through motion capture (MOCAP). The IK-based animations were made in Blender 3D. The character posture in the IK-based and MOCAP-based animations were compared. Differences were defined by root-mean-square errors (RMSE) and correlation coefficients. The largest differences in posture of the leg were found in the x-coordinates for all stepping movements. Furthermore, the spine showed the largest differences in the upper spine, neck and head joints in the y-coordinates for the backwards, diagonally backwards and/or sideways movements. However, the differences between the characters in the spine, neck and legs were found small enough to partly disappear in the character mesh when the animation is viewed from a distance, as it will be when used in the exergame.
Item Type:Essay (Bachelor)
Faculty:ET: Engineering Technology
Subject:02 science and culture in general
Programme:Biomedical Technology BSc (56226)
Link to this item:https://purl.utwente.nl/essays/96162
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