Implementierung Eines Interaktiven Charakters Im Rahmen Einer Multi-Touch-Anwendung

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Implementierung Eines Interaktiven Charakters Im Rahmen Einer Multi-Touch-Anwendung Implementierung eines interaktiven Charakters im Rahmen einer Multi-Touch-Anwendung Fachbereiche IEM und MND der Fachhochschule Gießen-Friedberg Bachelorarbeit vorgelegt von Hans Christian Arlt geb. in Frankfurt am Main Alexander Ehrlich geb. in Ciili (Kasachstan) durchgefuhrt¨ bei NewMedia Yuppies GmbH Kreativagentur fur¨ Neue Kommunikation Referent der Arbeit: Prof. Dr.-Ing. Cornelius Malerczyk Korreferentin der Arbeit: Dipl.-Math. (FH) Sabine Langkamm Firmeninterner Betreuer: Dipl.-Inform. (FH) Peter Eschler Fachbereiche Informationstechnik-Elektrotechnik-Mechatronik IEM und Mathematik, Naturwissenschaften und Datenverarbeitung MND Friedberg, 2010 F¨ur unsere Eltern, Johanna und Hartmut Arlt sowie Natalja und Alexander Ehrlich. Danksagung Verschiedene Personen haben zum Gelingen dieser Arbeit beigetragen, bei denen wir uns an dieser Stelle ganz herzlich fur¨ die Unterstutzung¨ bedanken wollen. Unser besonderer Dank gilt unseren Eltern, die uns w¨ahrend des Studiums sowie w¨ahrend der Zeit, in der wir diese Arbeit verfasst haben, unterstutzt¨ haben. Wir bedanken uns bei den beiden Gesch¨aftsfuhrern¨ der NewMedia Yuppies, Peter Eschler und Sebastian Demmerle, dass wir diese Arbeit bei den NewMedia Yuppies schreiben durften. Besonders wollen wir uns bei Peter Eschler bedanken, der uns von Beginn dieser Arbeit an als Betreuer durchgehend zur Seite stand. Neben der Hilfe bei Programmierproblemen danken wir ihm auch fur¨ seine Geduld beim Korrekturlesen dieser Arbeit. Ein Dank geht auch an den Mitarbeiter Wolfram Kresse, fur¨ die Unterstutzung¨ bei der Programmierung sowie an den Praktikanten Bruno Heller, der uns in der konzeptio- nellen Phase mit kreativen Ideen unterstutzt¨ hat. Julia Grim, Melanie Schwenk, Johanna und Hartmut Arlt danken wir ganz herzlich fur¨ die Zeit, die sie sich genommen haben, um diese Arbeit Korrektur zu lesen. Ein großer Dank geht auch an unsere Referenten Prof. Dr.-Ing. Cornelius Malerczyk und Dipl.-Math. Sabi- ne Langkamm, die schon w¨ahrend unseres Studiums unser Interesse an dem Bereich der 3D-Computergrafik geweckt hatten und uns w¨ahrend dieser Arbeit betreut haben. i Eidesstattliche Erkl¨arung Hiermit versichern wir, Hans Christian Arlt und Alexander Ehrlich, dass wir die vorliegende Bachelorarbeit selbst¨andig und gem¨aß der unten aufgefuhrten¨ Abgrenzung unter ausschließ- licher Verwendung der im Quellenverzeichnis angegebenen Hilfsmittel angefertigt haben. Kapitel Seite Verantwortlich 1 Hans Christian Arlt 1 Einleitung Alexander Ehrlich 7 Hans Christian Arlt 2.1 Stand der Technik - Einleitung Alexander Ehrlich 8 AlexanderEhrlich 2.2 Virtuelle Charaktere 25 Hans Christian Arlt 2.4 Multi-Touch-Systeme 37 Hans Christian Arlt 2.5 Echtzeit 3D-Entwicklungsumgebungen Alexander Ehrlich 38 Alexander Ehrlich 2.5.1 Anwendungsgebiete von Echtzeit 3D- Computergrafik 43 Hans Christian Arlt 2.5.3 Andere Entwicklungsumgebungen 45 Hans Christian Arlt 2.6 Zusammenfassung und Ausblick Alexander Ehrlich 47 AlexanderEhrlich 3 Konzeptentwicklung 48 Hans Christian Arlt 3.2 Anforderungen 51 AlexanderEhrlich 3.3.3 Aufbau und Spielgeschichte 62 Hans Christian Arlt 3.4 Konzept - Zusammenfassung Alexander Ehrlich 65 Hans Christian Arlt 4 Gegenuberstellung¨ geeigneter Entwick- lungsumgebungen 81 Alexander Ehrlich 5 Das Charaktermodell iii Eidesstattliche Erklarung¨ 91 AlexanderEhrlich 6 Animation mit Motion-Capture-Daten 92 Hans Christian Arlt 6.3 Animation in MotionBuilder 94 AlexanderEhrlich 6.4 Nachbearbeitung in MotionBuilder 94 Hans Christian Arlt 6.5 Animation mit Motion-Capture-Daten - Alexander Ehrlich Zusammenfassung 97 AlexanderEhrlich 7 Erstellung der Anwendung 101 Hans Christian Arlt 7.3 Anbindung von Multi-Touch 105 Alexander Ehrlich 7.5 Interaktionsimplementierung 108 Hans Christian Arlt 7.5.2 JetPackController 110 Alexander Ehrlich 7.5.3 Weitere Interaktionen 112 Hans Christian Arlt 7.6 Weitere Asset Implementierungen 113 Hans Christian Arlt 7.7 Erstellung der Anwendung - Zusammen- Alexander Ehrlich fassung 115 Hans Christian Arlt 8 Ergebnis Alexander Ehrlich 121 Hans Christian Arlt 9 Zusammenfassung und Ausblick Alexander Ehrlich Friedberg, Dezember 2010 Hans Christian Arlt Alexander Ehrlich iv Inhaltsverzeichnis Danksagung i Eidesstattliche Erkl¨arung iii Inhaltsverzeichnis v Abbildungsverzeichnis ix Tabellenverzeichnis x 1 Einleitung 1 1.1 Motivation ................................... 1 1.2 Problemstellung und Zielsetzung ....................... 2 1.3 Organisation der Arbeit ............................ 4 1.4 Was nicht behandelt wird ........................... 5 1.5 Zusammenfassung der wichtigsten Ergebnisse ................ 5 2 Stand der Technik 7 2.1 Einleitung ................................... 7 2.2 Virtuelle Charaktere .............................. 8 2.2.1 Charaktere in Computeranimationen ................. 8 2.2.2 Interaktive Charaktere ......................... 10 2.3 Animation von Charakteren .......................... 13 2.3.1 Methoden der Charakteranimation .................. 14 2.3.1.1 Key-Frame ......................... 14 2.3.1.2 Vorw¨artsgerichtete Kinematik ............... 15 2.3.1.3 Inverse Kinematik ...................... 15 2.3.1.4 Motion-Dynamics ...................... 16 2.3.1.5 Prozedurale-Animation ................... 16 2.3.1.6 Performance-Animation ................... 16 2.3.2 Motion-Capturing ........................... 17 2.3.2.1 Mechanische Systeme .................... 18 2.3.2.2 Magnetische Systeme .................... 19 2.3.2.3 Optische Systeme ...................... 20 v Inhaltsverzeichnis 2.3.2.4 Sonstige Systeme ...................... 22 2.3.2.5 Nachbearbeitung der Daten ................ 24 2.4 Multi-Touch-Systeme ............................. 25 2.4.1 Technologien ............................. 25 2.4.1.1 Diffused Illumination (DI) ................. 25 2.4.1.2 Frustrated Total Internal Reflection (FTIR) ........ 27 2.4.1.3 Projektiv-Kapazitive Verfahren ............... 28 2.4.1.4 Infrarot (IR) - Lichtvorhang ................ 29 2.4.1.5 Laser Light Plane (LLP) .................. 30 2.4.1.6 IR-Light Plane (IRLP) ................... 30 2.4.2 Hardware ............................... 31 2.4.2.1 Microsoft - Surface ..................... 31 2.4.2.2 Apple iPhone - iPad .................... 33 2.4.2.3 Nexio, Touch Screen Frames ................ 33 2.4.2.4 NextWindow, Multi-Touch-Displays und -Rahmen ..... 33 2.4.3 Software ................................ 34 2.4.3.1 Betriebssysteme ....................... 34 2.4.3.2 Software Schnittstellen ................... 35 2.5 Echtzeit 3D-Entwicklungsumgebungen .................... 37 2.5.1 Anwendungsgebiete von Echtzeit 3D-Computergrafik ........ 38 2.5.1.1 Ausbildungs-Simulation ................... 38 2.5.1.2 Entwicklungs-Simulation .................. 38 2.5.1.3 Daten-Visualisierung .................... 39 2.5.1.4 Augmented Reality ..................... 39 2.5.1.5 Unterhaltung ........................ 39 2.5.2 Game-Engines ............................. 40 2.5.2.1 Grafik-Engine ........................ 41 2.5.2.2 Sound-Engine ........................ 41 2.5.2.3 Steuerung .......................... 41 2.5.2.4 Physik-Engine ........................ 41 2.5.2.5 Skript-Engine ........................ 42 2.5.2.6 Funktionsweise einer Game-Engine ............. 42 2.5.3 Andere Entwicklungsumgebungen ................... 43 2.5.3.1 vvvv-System ......................... 43 2.5.3.2 Mixed-Reality-System instantreality ............ 43 2.5.3.3 Multi-Touch for Java (MT4j) ............... 44 2.5.3.4 Visualization Toolkit (VTK) ................ 44 2.6 Zusammenfassung und Ausblick ....................... 45 3 Konzeptentwicklung 47 3.1 Einleitung ................................... 47 3.2 Anforderungen ................................. 48 3.3 Entwicklung der Spielidee ........................... 49 3.3.1 Zielgruppenbestimmung ........................ 50 vi Inhaltsverzeichnis 3.3.2 Stilfestlegung ............................. 51 3.3.3 Aufbau und Spielgeschichte ...................... 51 3.3.4 Interaktion ............................... 54 3.3.5 Spielablauf ............................... 56 3.3.6 Charakterentwurf ........................... 59 3.3.7 Verwendung von Sounds ....................... 61 3.4 Zusammenfassung ............................... 62 4 Gegenuberstellung¨ geeigneter Entwicklungsumgebungen 65 4.1 Einleitung ................................... 65 4.2 Mindestanforderungen an die Entwicklungssoftware ............. 66 4.3 Analyse der ausgew¨ahlten Software ...................... 67 4.3.1 Mixed-Reality-System instantreality .................. 68 4.3.1.1 Umsetzung in instantreality ................ 69 4.3.2 Game-Engine Unity3D ......................... 74 4.3.2.1 Umsetzung in Unity3D ................... 76 4.4 Entscheidung und Zusammenfassung ..................... 79 5 Das Charaktermodell 81 5.1 Einleitung ................................... 81 5.2 Das Polygonmodell des Charakters ...................... 82 5.3 Die Charaktertextur .............................. 84 5.4 Das Charakter-Rig ............................... 87 5.5 Zusammenfassung ............................... 89 6 Animation mit Motion-Capture-Daten 91 6.1 Einleitung ................................... 91 6.2 Nachbearbeitung der MoCap-Daten ..................... 91 6.3 Animation in MotionBuilder .......................... 92 6.4 Nachbearbeitung in MotionBuilder ...................... 94 6.5 Zusammenfassung ............................... 94 7 Erstellung der Anwendung 97 7.1 Einleitung ................................... 97 7.2 Grundgerust¨ der Anwendung ......................... 98 7.2.1
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