Figure 5 - uploaded by Mohd Shahrizal Sunar
Content may be subject to copyright.
Edited front flip action  

Edited front flip action  

Source publication
Article
Full-text available
Modifying realistic virtual human movement has become a challenging task to the researcher for computer games and animation development. To achieve realistic virtual human, the character movement must have same motion like real human. Virtual human movement can be created by blending different sources such as motion capture, dynamic and kinematics...

Contexts in source publication

Context 1
... character movement described by its mass, m, and its trajectory, r(t) [19,21]. We need to get positive gradient for increasing character velocity as show in Figure 5. Giving the time constraint in our calculation, the character velocity is: ...
Context 2
... control the acrobatic speed with increasing the velocity direction to vertical axis as show in Figure 5. If we constraints time with increased position, we can get faster flip action refer to the root orientation and the maximum height of flip increasing. ...

Similar publications

Thesis
Full-text available
Digital characters are the centerpiece of film and video game production industries. However, and despite heavy investments and remarkable advancements in the field, achieving physical realism of animated characters remains difficult. Current approaches are either highly optimized kinematic workflows constrained to track motion capture data or are...

Citations

Conference Paper
Realistic humanoid character movement is very important for the application of in the computer games and animations. However, 3D character pose has a very high dimensional data together with joint rotation, body position and orientation. This paper demonstrates a technique in deforming various motion styles from normal to strong and to exaggeration mode by deforming specific pose from 3D character motion input on the computer animation system. This method allows the humanoid character to generate new motion from original motion respond and naturally based on user's motion input. Unlike the current 3D humanoid character motion editor, our method produces a realistic final result and simulates smooth humanoid motion style based on simple user interface control.