Kinect 3D 角色网格动画
我正在使用 Java 和处理进行编写,尝试使用从 Kinect 接收的数据为角色制作动画。我已经成功地创造了一个重复我的动作的火柴人。然而,我发现从 OBJ 文件加载的 3D 网格比这困难得多。我一直在互联网上搜索任何相关信息,但找不到任何合理的信息。我知道它可能涉及骨头等,但同样,没有库可以做到这一点,也没有文章涉及该主题。我将不胜感激任何帮助 - 建议、图书馆、来源、链接..
I am writing with Java and Processing, trying to animate a character with data received from Kinect. I have been successful in creating a stick man that repeats my motion. However, I find that doing a 3D mesh, loaded from an OBJ file is much harder than that. I have been searching all over the internet to find any info on that and could not find anything sensible. I know that it might involve bones and such but, again, there is no library for doing that, no article touching that subject. I would appreciate any help - suggestions, libraries, sources, links..
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如果您要导出 OBJ 文件,则您导出的是网格/几何体,而不是运动/动画数据。
我最近开始使用Processing 和使用SimpleOpenNI 开发动画导出器="http://tech-artists.org/wiki/BVH" rel="nofollow">BVH(Biovision 动作捕捉格式)文件格式,您可以通过该库轻松获取关节位置和方向。
然后我思考是否有人已经这样做了(因为它相当简单),是的,人们已经在这方面做了工作:
但仍有改进的空间。
根据您对编程的熟悉程度,您可能需要从 BVH 开始,因为它是纯文本格式。不过,我对这种格式最担心的是,
事实是使用欧拉角。另请考虑使用 FBX 因为它是更新的具有更多选项的格式。
简而言之,不要使用文件格式来存储几何体,而使用一种文件格式来存储动画/骨骼。
If you're exporting OBJ files, you're exporting meshes/geometry, not motion/animation data.
I recently started working on an animation exporter using Processing and the SimpleOpenNI using the BVH(Biovision motion capture format) file format as you can easily get joint positions and orientation with the library.
I then pondered if maybe somebody already did this (as it's fairly straightforward), and yes,people did already do work on this:
There is room for improvement though.
Depending on how comfortable you ware with programming, you might want to start with BVH, since it's a plain text format. The thing that worries me most about this format though,
is the fact that is is using Euler angles. Also consider using FBX as it's a more up to date format with more options.
In short, don't use a file format for storing geometry, use one for animation/bones.