Affiliation:
1. New Media School, Beijing Institute of Graphic Communication , Beijing , , China .
Abstract
Abstract
In this study, we utilize the acquisition device from Open Pose to capture the joint points of human posture. Subsequent to data collection, each joint point undergoes a coordinate regularization process, using the neck coordinates as a reference, to derive human skeleton data. This processed data facilitates the extraction of angles and relative distances among all human body limbs, effectively capturing characteristic feature information. This information is subsequently imported into the Iclone software, where it is refined using a fitting tool to develop a bespoke character model. Following the character's construction, the study leverages NURBS curve modeling and Polygon polygon modeling technologies within the 3D software MAYA to achieve precise scene modeling. This approach culminates in the production of an animated performance that integrates virtual reality technology, with its effects thoroughly analyzed. During Action A, the animation method developed in this study yielded an average running frame rate of 96.54 frames per second, and the average texture size was 6.39 MB. These metrics significantly surpass those achieved by comparative methods. Moreover, the efficiency of animation scene production in this study (0.134339 seconds) substantially exceeds that of the control method (0.273984 seconds), thereby enhancing the level of animation design technology and presenting a more lifelike 3D virtual animation.
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