A novel algorithm for transforming character animation sequences that preserves essential physical properties of the motion by using the spacetime constraints dynamics formulation and describes a new methodology for mapping a motion between characters with drastically different numbers of degrees of freedom.
Abstract:
We introduce a novel algorithm for transforming character animation sequences that preserves essential physical properties of the motion. By using the spacetime constraints dynamics formulation our algorithm maintains realism of the original motion sequence without sacrificing full user control of the editing process. In contrast to most physically based animation techniques that synthesize motion from scratch, we take the approach of motion transformationas the underlying paradigm for generating computer animations. In doing so, we combine the expressive richness of an input animation sequence with the controllability of spacetime optimization to create a wide range of realistic character animations. The spacetime dynamics formulation also allows editing of intuitive, high-level motion concepts such as the time and placement of footprints, length and mass of various extremities, number of body joints and gravity. Our algorithm is well suited for the reuse of highly-detailed captured motion animations. In addition, we describe a new methodology for mapping a motion between characters with drastically different numbers of degrees of freedom. We use this method to reduce the complexity of the spacetime optimization problems. Furthermore, our approach provides a paradigm for controlling complex dynamic and kinematic systems with simpler ones.
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Q1. What are the contributions mentioned in the paper "Physically based motion transformation" ?
The authors introduce a novel algorithm for transforming character animation sequences that preserves essential physical properties of the motion. In doing so, the authors combine the expressive richness of an input animation sequence with the controllability of spacetime optimization to create a wide range of realistic character animations. In addition, the authors describe a new methodology for mapping a motion between characters with drastically different numbers of degrees of freedom. Furthermore, their approach provides a paradigm for controlling complex dynamic and kinematic systems with simpler ones.
Q2. What can be used as input to their transformation algorithm?
Any dynamically sound motion, such as captured motion or the result of a physical simulation, can be used as an input to their transformation algorithm.
Q3. What is the property of all motion editing methods that ignore inherent dynamics?
A property of all motion editing methods that ignore inherent dynamics is that while they can effectively transform motion by small amounts, larger deformations reveal undesirable, unrealistic artifacts.
Q4. How did the authors make the motion of the human run sequence cyclic?
The authors extracted a single gait from a human run motion sequence, and made all DOFs cyclic so that the motion could be concatenated into a continuous run sequence of arbitrary length.
Q5. Why do arbitrary impulse muscle forces produce highly unstable spacetime optimization problems?
In addition, arbitrary impulse muscle forces tend to produce highly unstable spacetime optimization problems with poor convergence properties, because the problem becomes badly scaled.
Q6. What is the way to solve the problems of simple generalized force muscles?
To circumvent the problems of simple generalized force muscles described above, yet still maintain a simple and differentiable muscle model, the authors use a damped servo model often used in robotic simulations [26, 19].
Q7. What is the alternative approach to editing realistic motion sequences?
An alternative approach to editing realistic motion sequences is to extract the physical model from captured data, and perform all editing on the computer model instead.
Q8. What is the reason why a modification of the simplification process might be necessary?
a modification of the simplification process might be necessary in order to achieve a transformation which was unforeseen during the motion fitting process.