Game Development Reference
In-Depth Information
Figure 5. Standardized rotation axes attached to fingers.
1. r_thumb_flexion_1
2. r_thumb_twisting
3. r_thumb_pivot
4. r_thumb_flexion_2
5. r_thumb_flexion_3
11. r_middle_flexion_1
12. r_middle_twisting
13. r_middle_pivot
14. r_middle_flexion_2
15. r_middle_flexion_3
16. r_ring_flexion_1
17. r_ring_twisting
18. r_ring_pivot
19. r_ring_flexion_2
20. r_ring_flexion_3
21. r_pinky_flexion_1
22. r_pinky_twisting
23. r_pinky_pivot
24. r_pinky_flexion_2
25. r_pinky_flexion_3
6. r_index_flexion_1
7. r_index_twisting
8. r_index_pivot
9. r_index_flexion_2
10. r_index_flexion_3
Creating FBA Compliant Data: Avatar Model and
Animation Parameters
Since the manners for obtaining the content are various and quickly evolve in
time, the FBA specifications do not mandate any specific methods for obtaining
a real description of a 3D human body and its associated animation parameters.
Defining only the representation format, the specifications allow a free develop-
ment of content creation. To address the avatar modeling issue, we developed
the Virtual Human Modeling (VHM) authoring tool to help a designer to obtain
— from a scanned geometric model of a human-like avatar — an articulated
version, compliant with the FBA specifications. The authoring tool is made up of
three parts:
a Segmentation Module to split the original object into a set of 3D objects
using the geodesical segmentation algorithm described in Preda (2002).
a Building Module to build the articulated character by using the FBA
predefined hierarchy by setting up parent-child property of the anatomical
segments previously segmented.
a Face Parameterisation Module to specify the control points of the face
mesh and to define the face influence region associated with each control
point.
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