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Comp 236 Final Project:Animated Human |
Project AbstractI'm implementing an animated virtual human. His body is a padded skeleton represented by all the bones specified in the ASF file format. The current version has 31 specified bones. This skeleton is implemented as a hierarchical structure, as we have discussed in class, in which there is a 'root' bone. The position only of the root needs to be specified, and all other bones are specified by their relative orientation to their parent bone.The program is able to read in an ASF file specification of the skeleton, which inputs all needed bone information: The bone's numerical id, name, direction (relative to parent bone), length, axis of rotation, and degrees of freedom. The file also specifies the limitations to the degrees of freedom (min and max values for the angles), but I do not check these in my program. Here is a Sample ASF file. Once the skeleton has been initialized, the program is able to read in and parse AMC files which contain motion capture data to animate the skeleton. The motion capture files (which are taken from this site) contain information about the overall skeleton position (the position of the root) and the angles of the bones relative to their local frames at each frame. Here is an example of an AMC file snippet: 1 root 18.0963 17.7682 -7.76048 0.944532 -46.1634 2.4123 lowerback 4.28681 -0.118085 -2.68161 upperback -0.0248133 -0.290989 0.0933187 thorax -2.41568 -0.11332 1.61874 lowerneck -22.4034 -5.47014 -9.7586 upperneck 25.4448 -7.16285 9.12669 head 12.9471 -2.96253 3.88887 rclavicle -8.95214e-014 1.76918e-014 rhumerus -38.9866 -9.5565 -84.0352 rradius 33.5224 rwrist 3.10481 rhand -14.7847 9.11536 rfingers 7.12502 ... ... There are a different number of angles after each bone, depending on the number of degrees of freedom the bone might have. _____________________________________________________________ Simple User GuideThe system controls are displayed on the right of the screen. The slider at the topmost displays the number of the current frame. The user can slide it to advance to any desired frame. Below the slider are buttons to play, pause or stop the animation. If the user presses the 'stop' button, the animation stops and reverts to frame 0, whereas if he presses 'pause', the animation stops, but remains at the current frame.The four white square buttons can be used to change the camera view. Below that are six sliders, which can be used to change the size of various bones on the characters that are loaded: thigh length, tibia length, upper arm and forearm length, neck length, and head radius. If more than one player has been loaded, these transforms are applied to the player that was loaded most recently. These bones can be made to be between 20% and 300% of their normal size. On the very bottom are buttons to load a player (.ASF file), load a motion sequence (.AMC file), remove the last player loaded or exit the system. _____________________________________________________________ Special FeaturesThe program allows you to load more than one player at a time -- with a maximum of 3 players allowed. You can either load two or more players and have the "translate" check box checked, to have them loaded slightly translated from each other and give them one motion sequence which they will perform in a "chorus line," or you can load each player and load a motion sequence after each player. If the translate check box is not checked, the motion sequence you load into the system applies only to the last player loaded.You can also check the "ghost mode" check box if you want the player to leave a trail of motions behind him. This feature still does not work well because it slows the system down considerably... However, it's fun to use for a not so prolonged period of time. You can input values to skew (in time) the motions players perform in two ways. (This is especially fun when players are put side by side to perform the same motion sequence, but it is skewed in time). You can either slide the players' frame sliders to arbitrary values throughout the program run, or you can type in an integer value in the input button on the right of the 'translate' checkbox. The value you type in is interpreted as the number of frames by which to offset the players' motions from each other. 80 is a good default value for these short clips. When you type in the number, the program automatically detects changes. I don't have new screen shots of this (because I added the feature after the presentation), but I've updated the .exe file to this new version! _____________________________________________________________ HERE is the source code HERE is the .exe file. _____________________________________________________________ Implementation DetailsI currently have 7 classes for the program:
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Players loaded and translated slightly, performing the same motion sequence. |
One player has been loaded to the system and has had his thighs and head enlarged. | |
Two players with their own motions are interacting. | |
Ghost Mode leaves a trail of motions behind the player. |