A bio-inspired limb controller for avatar animation
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Citations
Muscle-Based Control for Character Animation
Motion control via muscle synergies: application to throwing
A synergy‐based control solution for overactuated characters: Application to throwing
References
Flexible muscle-based locomotion for bipedal creatures
Impedance characteristics of a neuromusculoskeletal model of the human arm I. Posture control.
Optimal impedance control for task achievement in the presence of signal-dependent noise.
Distribution of Forces Between Synergistics and Antagonistics Muscles Using an Optimization Criterion Depending on Muscle Contraction Behavior
A closed loop musculoskeletal model of postural coordination dynamics
Related Papers (5)
Frequently Asked Questions (10)
Q2. What are the contributions in "A bio-inspired limb controller for avatar animation" ?
In this paper, a bio-inspired limb controller for avatar animation is presented, which partially reproduces the neural excitation signals that satisfy a specific kinematic behavior.
Q3. What is the control strategy for the limb controller?
Their control strategy is based on a feedback linearization of the musculoskeletal dynamics which will allow us to conceive a joint space controller.
Q4. What is the purpose of the present abstract?
In the current abstract, the authors introduce a new musculoskeletal-based limb controller including a linearizing feedback of the musculoskeletal structure and a PID control of the limb position with the objective to enhance virtual avatar animation.
Q5. What is the flexor muscle's reaction to the controller?
Thanks to the predictive action of the controller, the flexor muscle is excited to reduce the velocity of the limb and make final corrections in position.
Q6. What is the control input of the system?
The control inputs of the system are the muscular neural excitations ( ) and the control output is the angular position of the limb ( q ).
Q7. What is the purpose of the article?
Recent advances in musculoskeletal simulation have enhanced drastically the limb controllers in direct dynamics and the final animation by taking into account the muscular redundancy and the muscular viscoelasticity in the motion dynamics of avatars (Geijtenbeek, Van de Panne & Van der Stappen, 2013).
Q8. What is the simplest way to determine the force of a limb?
The classical Hill-type muscle model, force-length ( lf ) and force-velocity ( vf ) relationships featured in (Rengifo, Aoustin, Plestan & Chevallereau, 2010) were used to determine the total force ( tjf ) of muscle j, tj tj pj mnj j lj mnj vj mnj ojf l f l a f l f l f (1)Where pjf is the passive force, ja is the muscle activation and ojf is the maximum isometric force
Q9. What is the simplest way to control the limb?
The normalized length ( mnjl ), tendon length ( tjl )and rate of change in length ( mnjl ) of both muscles are dependent on the joint position and joint velocity.
Q10. What is the feedback linearization of the musculoskeletal structure?
The feedback linearization is done by assigning to eq.(3) a new control input v. Inverting the system as in eq.(4), the authors find an expression for the neural excitations in terms of the new control input v, u A x v b x1 (4)(5) tt to o p ptIev a e a e r f r f The authorIe2 21 1 2 1 1 2 2 g 22 21 1Γ