Character Animation
摘要
This chapter explains animation editing techniques for 3D character models, especially human-like characters. First, we explain the skeleton-based method, which is a de facto standard technique in character animation production. Next, we explain several approaches to editing a static pose of a character, known as inverse kinematics, and editing character motion represented as time-series data of pose changes. We then introduce a data-driven motion generation approach, which generates new motions based on multiple pre-created motion samples, and finally summarize future prospects. Note that reading this chapter requires a basic knowledge of three-dimensional geometry and numerical optimization techniques such as least squares methods.