2D-pelihahmon animointi käänteiskinematiikalla

Käänteiskinematiikkaa hyödynnetään teollisuuden robotiikassa ja tietokoneanimaatioissa. Nykyään videopeleissä käänteiskinematiikkaa käytettään valikoidusti pelihahmojen jalkojen asettamiseen virtuaaliympäristön maaston mukaisesti tai kohteen osoittamiseen hahmon kädellä tai katseella. Animaatiot pel...

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Bibliographic Details
Main Author: Porvali, Tuomas
Other Authors: Informaatioteknologian tiedekunta, Faculty of Information Technology, Informaatioteknologia, Information Technology, Jyväskylän yliopisto, University of Jyväskylä
Format: Master's thesis
Language:fin
Published: 2020
Subjects:
Online Access: https://jyx.jyu.fi/handle/123456789/73631
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author Porvali, Tuomas
author2 Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä
author_facet Porvali, Tuomas Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä Porvali, Tuomas Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä
author_sort Porvali, Tuomas
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description Käänteiskinematiikkaa hyödynnetään teollisuuden robotiikassa ja tietokoneanimaatioissa. Nykyään videopeleissä käänteiskinematiikkaa käytettään valikoidusti pelihahmojen jalkojen asettamiseen virtuaaliympäristön maaston mukaisesti tai kohteen osoittamiseen hahmon kädellä tai katseella. Animaatiot peleissä ovat ennalta tehtyjä, joten ne ovat staattisia ja käytöltään hyvin rajattuja. Käyttämällä käänteiskinematiikka voitaisiin ratkaista aiemmin mainitut ongelmat ja valmistaa hahmoanimaatiota, joka on dynaamisempaa ja interaktiivisempaa. Tässä pro gradussa selvitettiin käänteiskinematiikan hyödyntämistä ihmismäisen 2D pelihahmon animoimisessa ja valmistettiin prototyyppi, jossa pelihahmo animoidaan automaattisesti hyödyntäen vain ainoastaan käänteiskinematiikkaa. Animaatio on perustettu ihmisen biomekaniikkaan ja 12 animaation perusperiaatteen hyödyntämiseen. Prototyyppikomponentti kehitettiin Unity-pelimoottoriin käyttäen sen työkaluja ja jo olemassa olevaan pelikoodiin. Prototyypissä pelihahmo kykenee kävelemään ja juoksemaan tasaisia tasoja ja 45-asteen ramppeja ja portaita. Inverse kinematics is used in industry robotics and computer animation. In video games inverse kinematics is used to adjusting video game characters legs on the level of virtual surface terrain or pointing at their targets by their hand or gaze. Animations in games are pre-baked and therefore are static and have limited uses. By using inverse kinematics, earlier mentioned problems could be solved and would create more dynamic ii and interactive character animations. This thesis examines use of inverse kinematics in animating human-like 2D game character and produces a prototype that exclusively uses inverse kinematics to animate character automatically. Animations are based on human biomechanics and use of 12 principles of animation. The produced prototype component is developed for Unity game engine using its tools and already existing game code. The prototype is capable to animate character’s gait and run on even leveled terrain and 45- degree ramps and stairs.
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spellingShingle Porvali, Tuomas 2D-pelihahmon animointi käänteiskinematiikalla käänteiskinematiikka Tietotekniikka Mathematical Information Technology 602 animaatio pelihahmot videopelit kaksiulotteisuus pelit tietokonepelit virtuaaliympäristö digitaaliset pelit
title 2D-pelihahmon animointi käänteiskinematiikalla
title_full 2D-pelihahmon animointi käänteiskinematiikalla
title_fullStr 2D-pelihahmon animointi käänteiskinematiikalla 2D-pelihahmon animointi käänteiskinematiikalla
title_full_unstemmed 2D-pelihahmon animointi käänteiskinematiikalla 2D-pelihahmon animointi käänteiskinematiikalla
title_short 2D-pelihahmon animointi käänteiskinematiikalla
title_sort 2d pelihahmon animointi käänteiskinematiikalla
title_txtP 2D-pelihahmon animointi käänteiskinematiikalla
topic käänteiskinematiikka Tietotekniikka Mathematical Information Technology 602 animaatio pelihahmot videopelit kaksiulotteisuus pelit tietokonepelit virtuaaliympäristö digitaaliset pelit
topic_facet 602 Mathematical Information Technology Tietotekniikka animaatio digitaaliset pelit kaksiulotteisuus käänteiskinematiikka pelihahmot pelit tietokonepelit videopelit virtuaaliympäristö
url https://jyx.jyu.fi/handle/123456789/73631 http://www.urn.fi/URN:NBN:fi:jyu-202101141107
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