3-point Tracking with Procedural and Baked Animation and Inverse Kinematic to Create a Closer Realistic Full-body Movement in Virtual Reality

Authors

  • Raymond Leonardo Chandra RWTH Aachen University

DOI:

https://doi.org/10.5281/zenodo.18111925

Keywords:

Virtual Reality, 3-Point Tracking, Baked Animation, Procedural Animation, Inverse Knimatics

Abstract

This paper presents a full-body avatar animation that combines 3-point tracking, inverse kinematics, and procedural and baked animation to improve avatar realism in virtual reality (VR). The technique allows users to control a full-body avatar using only a VR headset and controllers without the need for further sensors. The scalability of the proposed system in terms of multiple animated avatars being in one scene has been evaluated. A study with 22 participants was conducted in Aachen, Germany to evaluate the level of immersion provided by the combined animation avatar. Voluntary sampling method was used to recruit the participants and the quantitative experiment method was used as methodology approach. All four hypotheses tested were supported. The first hypothesis was evaluated using the Chi-Squared test, while the remaining hypotheses were assessed through descriptive statistics and the Wilcoxon Signed-Rank test. The results showed that the combined animation technique improved immersion and increased users’ sense of presence and engagement in the VR environment. This study also found that the combined animation technique adequately reproduced the user’s movements. Thus, the full-body avatar system presented in this work has the potential to enhance the immersive experience of VR applications.

Downloads

Download data is not yet available.

References

Al, Alfarsi, G., Yusof, A., Fauzi, W., Rusli, M., Malik, I., Tawafak, R., Mathew, R., & Jabbar, J. (2021). The Practicality of Virtual Reality Applications in Education: Limitations and Recommendations. Hunan Daxue Xuebao/Journal of Hunan University Natural Sciences, 48, 142–155.

Berni, A., & Borgianni, Y. (2020a). Applications of virtual reality in engineering and product design: Why, what, how, when and where. Electronics, 9(7), 1064. https://doi.org/10.3390/electronics9071064

Berni, A., & Borgianni, Y. (2020b). Applications of Virtual Reality in Engineering and Product Design: Why, What, How, When and Where. Electronics, 9(7), 1064. https://doi.org/10.3390/electronics9071064

Blender Foundation. (n.d.). blender.org - Home of the Blender project - Free and Open 3D Creation Software. Blender.Org. Retrieved November 14, 2023, from https://www.blender.org/

Caserman, P., Garcia-Agundez, A., Konrad, R., Göbel, S., & Steinmetz, R. (2018). Real-time body tracking in virtual reality using a Vive tracker. Virtual Reality, 23(2), 155–168. https://doi.org/10.1007/s10055-018-0374-z

Gorisse, G., Christmann, O., Amato, E. A., & Richir, S. (2017). First- and Third-Person Perspectives in Immersive Virtual Environments: Presence and Performance Analysis of Embodied Users. Frontiers in Robotics and AI, 4. https://doi.org/10.3389/frobt.2017.00033

Hamilton, D., McKechnie, J., Edgerton, E., & Wilson, C. (2020). Immersive virtual reality as a pedagogical tool in education: A systematic literature review of quantitative learning outcomes and experimental design. Journal of Computers in Education, 8(1), 1–32. https://doi.org/10.1007/s40692-020-00169-2

Hubs. (n.d.). Private, Virtual 3D Worlds in Your Browser. Retrieved November 14, 2023, from https://hubs.mozilla.com/

Malleson, C., Gilbert, A., Trumble, M., Collomosse, J., Hilton, A., & Volino, M. (2017, October). Real-Time Full-Body Motion Capture from Video and IMUs. 2017 International Conference on 3D Vision (3DV). http://dx.doi.org/10.1109/3dv.2017.00058

Mixamo. (n.d.). Retrieved November 14, 2023, from https://www.mixamo.com/

Parger, M., Mueller, J. H., Schmalstieg, D., & Steinberger, M. (2018, November 28). Human upper-body inverse kinematics for increased embodiment in consumer-grade virtual reality. Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology. http://dx.doi.org/10.1145/3281505.3281529

Rogers, S. L., Broadbent, R., Brown, J., Fraser, A., & Speelman, C. P. (2022). Realistic Motion Avatars are the Future for Social Interaction in Virtual Reality. Frontiers in Virtual Reality, 2. https://doi.org/10.3389/frvir.2021.750729

Salama, R., & Elsayed, M. (2021). A live comparison between Unity and Unreal game engines. Global Journal of Information Technology: Emerging Technologies, 11(1), 01–07. https://doi.org/10.18844/gjit.v11i1.5288

Spatial (n.d.). Spatial. Retrieved November 14, 2023, from https://www.spatial.io/

Unity Real-Time Development Platform. (n.d.). 3D, 2D, VR & AR Engine. Retrieved November 14, 2023, from https://unity.com/

Unreal Engine. (n.d.). Unreal Engine. Retrieved November 14, 2023, from https://www.unrealengine.com/en-US

van Gumster, J. (2020). Blender For Dummies. John Wiley & Sons.

Wu, Y., Wang, Y., Jung, S., Hoermann, S., & Lindeman, R. W. (2021). Using a Fully Expressive Avatar to Collaborate in Virtual Reality: Evaluation of Task Performance, Presence, and Attraction. Frontiers in Virtual Reality, 2. https://doi.org/10.3389/frvir.2021.641296

Yang, J. (Junrui), Chen, T., Qin, F., Lam, M. S., & Landay, J. A. (2022, April 29). HybridTrak: Adding Full-Body Tracking to VR Using an Off-the-Shelf Webcam. CHI Conference on Human Factors in Computing Systems. http://dx.doi.org/10.1145/3491102.3502045

Downloads

Published

31-12-2025

How to Cite

Chandra, R. L. (2025). 3-point Tracking with Procedural and Baked Animation and Inverse Kinematic to Create a Closer Realistic Full-body Movement in Virtual Reality. International Journal of Advanced Virtual Reality, 2(1), 58–68. https://doi.org/10.5281/zenodo.18111925

Issue

Section

Researh Articles
Received 2024-01-11
Accepted 2025-12-31
Published 2025-12-31