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Movement animation is a common part of present graphics technology, widely used
in games, films, and virtual realistic environments. Motion capture technology is becoming
increasingly popular as a primary animation method, enabling detailed and realistic representa‐
tion of character movement in three‐dimensional systems. This approach is primarily used for
humanoid figures with complex trajectories. Rigid bodies, on the other hand, are frequently
animated operating on keyframes or body physics. This study presents a novel approach to rigid
body animations, which primarily relies on motion capture technology.
The presented study utilized a Vicon system to acquire motion recordings of a remote‐
controlled car. After post‐processing of the C3D files, a dedicated rigging of the 3D object was
performed, based on the corresponding car model. After combining the motion, skeleton,
and model, a 3D animation was obtained, which was further transferred to the prepared VR
environment.
The developed animation was sampled in the ablation study, which aimed to evaluate
the impact of animation export settings on the participants’ perceptions and immersion. The
IGroup Presence Questionnaire (IPQ) assessed 10 users. The results revealed differences
in the perception of animation smoothness and perceived realism of the content.
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