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SIMULACIJA FIZIKE I ANIMIRANJE 3D MODELA ČOVJEKA

Mateo Mataja

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Abstract

In this project (final work) we achieved a physics simulation of a 3D human model. For the successful realization of the work, the necessary tools were Blender for physics simulation and 3D human animation and also MakeHuman software tool for modeling our character. The work is divided into two parts. The first part describes the physics simulation without interaction with our human model. We describe the development of animation in Blender and how we integrated physics simulation. The second part is focused on one of Blenders separated tools, game-engine. In it, we describe how to animate a human walk and then, how to use that same animated walk in game-engine logics. We also describe the logic used for Blenders logic bricks that allow us to freely control (move) our human via keyboard inputs in real-time. Also, the solution behind the physics simulation while we have control over our character is explained as well as their flaws.

About this research paper

What this paper is about

In this project (final work) we achieved a physics simulation of a 3D human model. For the successful realization of the work, the necessary tools were Blender for physics simulation and 3D human animation and also MakeHuman software tool for modeling our character. The work is divided into two parts. The first part describes the physics simulation without interaction with our human model. We describe the development of animation in Blender and how we integrated physics simulation. The second part is focused on one of Blenders separated tools, game-engine. In it, we describe how to animate a human walk and then, how to use that same animated walk in game-engine logics. We also describe the logic used for Blenders logic bricks that allow us to freely control (move) our human via keyboard inputs in real-time. Also, the solution behind the physics simulation while we have control over our character is explained as well as their flaws.

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Available abstract

In this project (final work) we achieved a physics simulation of a 3D human model. For the successful realization of the work, the necessary tools were Blender for physics simulation and 3D human animation and also MakeHuman software tool for modeling our character. The work is divided into two parts. The first part describes the physics simulation without interaction with our human model. We describe the development of animation in Blender and how we integrated physics simulation. The second part is focused on one of Blenders separated tools, game-engine. In it, we describe how to animate a human walk and then, how to use that same animated walk in game-engine logics. We also describe the logic used for Blenders logic bricks that allow us to freely control (move) our human via keyboard inputs in real-time. Also, the solution behind the physics simulation while we have control over our character is explained as well as their flaws.

Key concepts: Physics engine, Game engine, Animation, Realization (probability), Dynamical simulation, Character (mathematics), Character animation, Computer animation

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