Skip to main content

The Application of Motion Capture and 3D Skeleton Modeling in Virtual Fighting

  • Conference paper
  • First Online:
Next Generation Computer Animation Techniques (AniNex 2017)

Part of the book series: Lecture Notes in Computer Science ((LNIP,volume 10582))

Abstract

With the rapid development of new technology, motion capture technology has been widely used in film and television animation, motion analysis, medical research and game design. Especially in the game design, we not only gain the real-time motion data, but also consider the motion data and three-dimensional model matching. In this paper, we propose a unified method for 3D skeleton modeling, so that the motion data and 3D model can be matched perfectly. We apply the method to the virtual fighting game to verify the effectiveness of the method. In this process, this paper also analyzes the influence of other factors and realistic motion data model, and puts forward the corresponding solutions, providing strong support for the development of virtual games.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Wang, X., Zhu, X., Zhao, J., Xu, H.: The research of real time motion capture technology in film and television animation. Microcomput. Appl. 3, 16–17 (2014)

    Google Scholar 

  2. Cai, Z.: Research on human computer interaction design based on motion capture. Digital Technol. Appl. 3, 80 (2014)

    Google Scholar 

  3. Ji, Q., Pan, Z., Li, X.: Application of virtual reality in sports simulation. J. Comput. Aided Design Comput. Graph. 11, 1333–1338 (2003)

    Google Scholar 

  4. Zhang, T., Wang, X.: Application of motion capture technology in sports. Electron. Test 24, 103–104 (2015)

    Google Scholar 

  5. Yao, X.: Modeling and motion simulation of virtual human based on motion capture data Computer. Simulation 06, 225–229 (2010)

    Google Scholar 

  6. Chan, J.C.P., Leung, H., Tang, J.K.T., Taku, K.: A virtual reality dance training system using motion capture technology. IEEE Trans. Learn. Technol. 4(2), 187–195 (2011)

    Article  Google Scholar 

  7. Liu, B., Li, Y., Zhou, D.: The application of motion capture system and virtual simulation software in virtual maintenance. In: International Conference on Quality, Reliability, Risk, Maintenance, and Safety Engineering, pp. 1986–1988 (2013)

    Google Scholar 

  8. Chen, S., Ning, T.,Wang, K.: Motion control of virtual human based on optical motion capture in immersive virtual maintenance system. In: International Conference on Virtual Reality and Visualization, pp. 52–56. IEEE (2011)

    Google Scholar 

  9. Tao, G., Sun, S., Huang, S., Huang, Z., Wu, J.: Human modeling and real-time motion reconstruction for micro-sensor motion capture. In: IEEE International Conference on Virtual Environments Human-Computer Interfaces and Measurement Systems, pp. 1–5. IEEE (2011)

    Google Scholar 

  10. Li, G., Wu, Z., Meng, X.: Modeling of human body for animation by micro-sensor motion capture. In: International Symposium on Knowledge Acquisition and Modeling, pp. 98–101. IEEE (2009)

    Google Scholar 

  11. Haratian, R., Twycross-Lewis, R., Timotijevic, T., Phillips, C.: Toward flexibility in sensor placement for motion capture systems: a signal processing approach. IEEE Sens. J. 14(3), 701–709 (2014)

    Article  Google Scholar 

  12. Young, A.D.: Use of body model constraints to improve accuracy of inertial motion capture. In: International Conference on Body Sensor Networks, pp. 180–186. IEEE (2010)

    Google Scholar 

  13. Wang, H., Tu, C.: Encoding and retrieval of motion capture data based on Hash learning. J. Comput. Aided Design Comput. Graph. 12, 2151–2158 (2016)

    Google Scholar 

  14. Liang, F., Zhang, Z., Li, X., Tong, Z.: Recognition of human lower limb movements during human motion capture. J. Comput. Aided Design Comput. Graph. 12, 2419–2427 (2015)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Xinliang Wei .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2017 Springer International Publishing AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Wei, X., Wan, X., Huang, S., Sun, W. (2017). The Application of Motion Capture and 3D Skeleton Modeling in Virtual Fighting. In: Chang, J., Zhang, J., Magnenat Thalmann, N., Hu, SM., Tong, R., Wang, W. (eds) Next Generation Computer Animation Techniques. AniNex 2017. Lecture Notes in Computer Science(), vol 10582. Springer, Cham. https://doi.org/10.1007/978-3-319-69487-0_8

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-69487-0_8

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-69486-3

  • Online ISBN: 978-3-319-69487-0

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics