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emiliie 2015-03-12 16:13:58 +01:00
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\subsection{Animation}
The objective of this part is to animate the mesh we previously generated
around the skeleton. We have as an input semgents of the skeleton, and its
around the skeleton. We have as an input segments of the skeleton, and its
mesh. The idea is to deform the segments of the skeleton, and to
automatically have the impact of this deformation on the vertices of the
mesh.
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To manage to do this, we structured everything in trees. The tree for a
person will be the following for example (to simplify, we will take the
hypothesis that this human as no knees).
hypothesis that this human has no knees).
\begin{figure}[H]
\centering
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For this purpose, we created a hashtable between vertex numbers and
paths in trees so that we are able to find the transformation for these
vertices.
\subsubsection{Graphical User Interface}
In order to be able to manipulate the animated mesh easily, two graphical interfaces were made :
\begin{enumerate}
\item the first one allows the user to add rotation points to the
skeleton (by default, only the junction points are considered
as rotation points, and there are no knees and elbows for
example).
\item the second one has the OpenGL rendering and a menu controlled
with the keyboard, allowing the user to select rotation points
and to change the value of the angles.
\end{enumerate}