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Published since 1998
ISSN 1562-5419
16+
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MetaHuman Synthetic Dataset for Optimizing 3D Model Skinning

Rim Radikovich Gazizov, Makar Dmitrievich Belov
244-279
Abstract:

In this study, we present a method for creating a synthetic dataset using the MetaHuman framework to optimize the skinning of 3D models. The research focuses on improving the quality of skeletal deformation (skinning) by leveraging a diverse array of high-fidelity virtual human models. Using MetaHuman, we generated an extensive dataset comprising dozens of virtual characters with varied anthropometric fea-tures and precisely defined skinning weight parameters. This data was used to train an algorithm that optimizes the distribution of skinning weights between bones and the character mesh.


The proposed approach automates the weight rigging process, significantly reducing manual effort for riggers and increasing the accuracy of deformations during animation. Experimental results show that leveraging synthetic data reduces skinning errors and produces smoother character movements compared to traditional methods. The outcomes have direct applications in the video game, animation, virtual reality, and simulation industries, where rapid and high-quality rigging of numerous characters is required. The method can be integrated into existing graphics engines and development pipelines (such as Unreal Engine or Unity) as a plugin or tool, facilitating the adoption of this technology in practical projects.

Keywords: synthetic dataset, Metahuman, neural networks, 3D model skinning, computer animation, machine learning.

Problems, Solutions and Perspectives of Automated Transfer of Game Scenes between Game Engines

Alexey Olegovich Bondar, Vlada Vladimirovna Kugurakova
213-243
Abstract:

This article examines the technical challenges involved in transferring game scenes between various game engines. It analyzes the key issues arising from differences in scene formats, incompatibilities in rendering and physics APIs, as well as problems in converting materials, shaders, and animation data, and discrepancies in coordinate systems. Existing tools and methods, including automated solutions for exporting, converting, and importing data, are presented with a particular focus on migrating content from Unreal Engine to Unigine. Furthermore, the paper discusses fundamental approaches to solving the problem, such as the use of universal exchange formats (FBX, glTF, USD), the development of middleware, and the modular design of game scenes, which pave the way for future automation. The work also highlights our group’s research results on the formal description of game logic and approaches to porting VR applications across different libraries. The conclusions provide practical recommendations for developers and outline future research directions in the area of automated content transfer between game engines.

Keywords: game scene migration, game engine, content migration, Unreal Engine, Unity, Unigine, Nau Engine, Godot, CryEngine, format conversion, data standardization.

Synchronization of player and virtual avatar movements

Павел Дмитриевич Гришков, Влада Владимировна Кугуракова
323-337
Abstract:

The paper presents mathematical approaches for implementing methods for synchronizing human actions and virtual avatar movements, using inverse kinematics. To create a complete system for synchronizing the player's behavior and VR-avatar, the implementation of the necessary functionality is described: hand positioning, calibration of their size, bending of hands into anatomically acceptable sides, anatomical flexion of the spine, squatting and moving in space. The implementation of tilt and squat significantly extends the functionality of synchronization of the player's behavior and avatar, which allows creating a complete set of visual sensations of the user in a virtual environment, which is deprived of most of the applications of virtual reality at the moment.

Keywords: virtual reality, unreal engine, inverse kinematic, avatar, crouching recognition.
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Russian Digital Libraries Journal

ISSN 1562-5419

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