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A facial animation based on emotional model for characters in 3D games

机译:基于情感模型的3D游戏角色面部动画

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A believable virtual human should have both geometry shape, and autonomous emotion Based on previous researches on emotion models. In order to make player in games be capable of emotion expression, a suitable mathematical model should be first used to describe emotions. This paper presents a method to express character's facial animation and an emotional model d based on psychology theory and ortony, clore, collins (OCC) model the architecture of a virtual character is presented and a formalization of a virtual character's motivation is proposed. In addition, a character could confirm the range of perception dynamically according to his appraises to other objects in the environment. The Demo showed that the emotion model can drive player to be more facial animation.
机译:基于先前对情感模型的研究,一个可信的虚拟人应该既具有几何形状又具有自主情感。为了使游戏中的玩家能够表达情感,应该首先使用合适的数学模型来描述情感。本文提出了一种表达人物面部表情的方法,并基于心理学理论和情感,情感,克洛斯,柯林斯(OCC)模型建立了情感模型。提出了虚拟人物的构架,提出了虚拟人物动机的形式化方法。另外,角色可以根据对环境中其他对象的评估来动态确定感知范围。该演示表明,情感模型可以促使玩家获得更多的面部动画。

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