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Making an animated human sounds like a fascinating
project and should be more than possible on a 500 Mhz PC. Many video-games
do similar work.
Animating the texture map for the face has been used with
great effect in other projects. You can break down the speech into
phonemes and have unique textures associated with each different sound as you
mentioned. Alternatively you could change the mesh underneath the texture,
causing it to stretch - or you could just change the entire head, new texture,
new mesh etcetera.
As far as animating the body, this is harder. Let's
assume you've made your human in some modelling package such as 3DSMAX or Cosmo,
and then you've imported it into Java3D using the VRML importer. Now you
have this creature you need to animate. Probably the best solution
would be to have lots of small animation snippets that you also created
elsewhere. You could used a weighted system to blend between animations (
for example to move the left arm at the same time as the right arm you
might export full body animations but allow both animations to be applied
simultaneously). Another but less likely solution would be to write
an inverse kinematics layer yourself rather than relying on the one inside
3DSMAX - so that you could procedurally animate limbs. With a jointed and
articulated creature you can't simply 'set' the location of a body part because
you must preserve the spatial relationships to other body parts. Either
you utilize the inverse kinematics of a 3d modelling package and export snapshot
'solutions' from that package, or you do it yourself. In a video game I
worked on a couple of years ago we used a combination of blending animation
snippets and some inverse kinematics and this does work quite effectively.
We had a vocabulary of body positions that we could composit and then had
some specialization for head turning, torso and hands.
Have you seen projects like 'Jack' etcetera? Or the puppet
theater at MIT (or somewhere like that)? There's quite a bit of neat stuff
out there that might give you some ideas.
Well this is a kind of abstract overview rather than a
specific details oriented one but I hope it helps anyway.
- Andy
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- [JAVA3D] animating person in real time Evan Drumwright
- [JAVA3D] Best representation for deformable human mo... Anselm Hook
- [JAVA3D] Best representation for deformable huma... Dennis Doubleday
- Re: [JAVA3D] Best representation for deforma... Matthew Pocock
- [JAVA3D] animating person in real time Evan Drumwright
- Re: [JAVA3D] animating person in real time Evan Drumwright
