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正向运动学和关键帧系统的骨骼动画引擎实现
引用本文:李海燕,郭俊浩.正向运动学和关键帧系统的骨骼动画引擎实现[J].电脑编程技巧与维护,2009(12):87-89.
作者姓名:李海燕  郭俊浩
作者单位:1. 广东外语艺术职业学院信息技术系,广州,510640
2. 汕头大学现代教育技术中心,汕头,515063
摘    要:游戏角色动画一骨骼动画创作流程分为生成骨架、骨架运动、蒙皮等步骤。本文以这个流程为主线,讲述了一种基于正向运动学和关键帧系统的骨骼动画引擎的实现。

关 键 词:骨骼动画  正向运动学  关键帧系统

The Implementation of Skeletal Animation Engine Based on Forward Kinematics and Keyframing System
LI Haiyan,GUO Junhao.The Implementation of Skeletal Animation Engine Based on Forward Kinematics and Keyframing System[J].Computer Programming Skills & Maintenance,2009(12):87-89.
Authors:LI Haiyan  GUO Junhao
Affiliation:LI Haiyan1,GUO Junhao2 (1. Department of Information Technology,Guangdong Teachers' College of Foreign Language , Arts,Guangzhou 510640,2. Modern Education Technology Center of Shantou University,Shantou 515063)
Abstract:The procedure of making skeletal animations which belong to the character animation of the games is composed of shaping the skeleton,activating the skeleton and skinning the skeleton. In this paper,a new method for the implementation of the skeletala animation engine based on the forward kinematics and the Keyframing System
Keywords:Skeletal Animation  Forward Kinematics  Keyframing System  
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