Abdelhay, Khaled (2008) 3D character animation using geometric constraints. Masters thesis, Concordia University.
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Abstract
3D character animation is a very challenging field as it requires understanding of two different paradigms: fine arts and computer science. Currently there are many techniques used for animation authoring such as key framing, motion capture, non-linear editing, and forward and inverse kinematics. A limiting factor shared between current animation techniques is that they represent animation as a series of translation and rotation without considering other important aspects such as the rational of the motion, geometrical constraints between characters acting in the scene, or even between a character and his environment. For example, "standing" on floor indicates that both feet touch and parallel to floor. In this thesis I studied the foundations of classical and computer character animation, and then proposed using 3D geometric constraints as another method to represent animation. The method aims at capturing character's posture by a set of geometrical constraints and satisfying them using numerical methods. Maya plug-in has been implemented to build and solve symbolic geometric constraints for simple skeleton. The thesis includes a discussion on the results, usability and limitations of the proposed solution
| Divisions: | Concordia University > Gina Cody School of Engineering and Computer Science > Computer Science and Software Engineering |
|---|---|
| Item Type: | Thesis (Masters) |
| Authors: | Abdelhay, Khaled |
| Pagination: | viii, 72 leaves : ill. ; 29 cm. |
| Institution: | Concordia University |
| Degree Name: | M. Comp. Sc. |
| Program: | Computer Science and Software Engineering |
| Date: | 2008 |
| Thesis Supervisor(s): | Grogono, Peter |
| Identification Number: | LE 3 C66C67M 2008 A23 |
| ID Code: | 975728 |
| Deposited By: | lib-batchimporter |
| Deposited On: | 22 Jan 2013 16:13 |
| Last Modified: | 13 Jul 2020 20:08 |
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