VR table tennis opponent
This project focuses on implementing Inverse Kinematics (IK) on a 3D table tennis player model to enhance its animation and provide a more immersive gaming experience. The IK is employed to estimate poses without the need for tracking data. By employing IK, the player model's arm dynamically...
Saved in:
Main Author: | |
---|---|
Other Authors: | |
Format: | Final Year Project |
Language: | English |
Published: |
Nanyang Technological University
2023
|
Subjects: | |
Online Access: | https://hdl.handle.net/10356/171919 |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
Institution: | Nanyang Technological University |
Language: | English |
Summary: | This project focuses on implementing Inverse Kinematics (IK) on a 3D table tennis
player model to enhance its animation and provide a more immersive gaming
experience. The IK is employed to estimate poses without the need for tracking data. By
employing IK, the player model's arm dynamically follows the ping-pong paddle's
movements, allowing for more immersive gameplay. Through the process of rigging and
setting up avatar masks, the model's upper and lower body movements are procedurally
animated with the help of IK. This allows for dynamic steps and arm movements in
response to the paddle's position and orientation.
The project also addresses challenges in configuring Unity's animation system and
applying constraints for body movements. Throughout the development process,
challenges included addressing squatting posture issues, refining the rig setup, and
managing constraints for natural joint movements. The project achieves the goal of
providing a more immersive VR table tennis experience with a fully animated 3D player
model.
Future improvements could involve implementing additional restraints for finer joint
control, refining side-step motions, incorporating AI-controlled paddle movements, and
enhancing the visual quality of the 3D model. Overall, this project demonstrates the
application of IK to enhance gameplay, opening avenues for further advancements in
virtual sports simulations. |
---|