Online Motion Synthesis for Manipulating a Virtual Ball
Jongin Choi11, Junghuem Kwon22
1Jongin Choi1, Major, Department of Game Contents, Youngsan University, Bansongsunhwan Ro, Haeundae Gu, Busan, Korea.
2Junghuem Kwon, Department of Convergence, Korea University of Technology & Education, Chungjeol Ro, Byeongcheon- Myeon, Dongnam Gu, Cheonan City, Chingnam Province, Korea.
Manuscript received on 01 May 2019 | Revised Manuscript received on 15 May 2019 | Manuscript published on 30 May 2019 | PP: 2763-2769 | Volume-8 Issue-7, May 2019 | Retrieval Number: G6397058719/19©BEIESP
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© The Authors. Blue Eyes Intelligence Engineering and Sciences Publication (BEIESP). This is an open access article under the CC-BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/)
Abstract: The Real world, it takes considerable effort and extensive practice for a person who is poor at controlling a ball to become good at it. Moreover, manually synthesizing character animation for controlling a ball is arduous work, because the motion of the character must be synchronized with the ball, which moves according to the laws of physics. Therefore, this study proposes a novel method that generates the movement of a ball from motion capture data, and allows anyone to immediately become good at controlling a ball in the virtual world. Because it is difficult for a novice to control a ball, this study does not use an actual ball. Instead, motion that mimics control of a ball is captured and used. Frames and positions in which a character could interact with a ball are identified by analyzing the motion capture data, and then the movement of the ball is generated according to rules. Moreover, this study proposes a convenient method for controlling a character that controls a ball. Finally, we demonstrate the usefulness of our method through soccer ball juggling and basketball dribbling.
Keyword: Animation, Physics-Based Animation, Virtual Reality, Computer Graphics.
Scope of the Article: Virtual & Overlay Networks