Friday, 21 September 2018

Skeletal Animation based on records from motion capture database

Some time ago i implemented an importer and converter of motion capture records(asc, amc files)
and got it up and running in my graphics-engine.
The results are good after i found the correct order of transformations to be applied.
The files are downloadable at carnegie melon university mocap lab(http://mocap.cs.cmu.edu/).
There you will also find a viewer for the files and everything explained(reference frame, bone transformation etc.).
figure: mocap skeletal character animation
(Engine and graphics: Andreas Walenda)

 
video: mocap skeletal character animation
(Engine and graphics: Andreas Walenda)

Particle Animation by ForceField Simulation

 I recently worked on particle animations by simulating a forceField with two masses creating a gravitational pull on each other(using newtons law of universal gravitation: F1/2 = G * m1*m2/r^2).
The colors in the picture indicate the velocity of each particle and the lines the velocity direction vector. 

figure: particles in gravitational forceField
(Engine and Graphics: Andreas Walenda)

video: particles in gravitational forceField
(Engine and Graphics: Andreas Walenda)
I also added an algorithm to connect particle with its closest neighbour creating a very interesting effect of "attract and let go", just interesting to look at. I added the algorithm as a separate tutorial page("Nearest Neighbour Connection Algorithm for Particles in C/C++").

figure: particles in gravitational forceField connected
to its nearest neighbours
(Engine and Graphics: Andreas Walenda)
video: particles in gravitational forceField connected
to its nearest neighbours
(Engine and Graphics: Andreas Walenda)