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Journal ArticleDOI

Spacetime constraints

Andrew Witkin, +1 more
- pp 159-168
TLDR
This work presents as examples a Luxo lamp performing a variety of coordinated motions that conform to such principles of traditional animation as anticipation, squash-and-stretch, follow-through, and timing.
Abstract
Spacetime constraints are a new method for creating character animation. The animator specifies what the character has to do, for instance, "jump from here to there, clearing a hurdle in between;" how the motion should be performed, for instance "don't waste energy," or "come down hard enough to splatter whatever you land on;" the character's physical structure---the geometry, mass, connectivity, etc. of the parts; and the physical resources' available to the character to accomplish the motion, for instance the character's muscles, a floor to push off from, etc. The requirements contained in this description, together with Newton's laws, comprise a problem of constrained optimization. The solution to this problem is a physically valid motion satisfying the "what" constraints and optimizing the "how" criteria. We present as examples a Luxo lamp performing a variety of coordinated motions. These realistic motions conform to such principles of traditional animation as anticipation, squash-and-stretch, follow-through, and timing.

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Journal ArticleDOI

Graphics Interaction: Inverse kinodynamics: Editing and constraining kinematic approximations of dynamic motion

TL;DR: Inverse kinodynamics (IKD) as discussed by the authors is an animator friendly kinematic work flow that both encapsulates short-lived dynamics and allows precise space-time constraints, where a kinodynamic system can precisely attain a set of animator constraints at specified times.
Proceedings ArticleDOI

Optimization and response surfaces: an optimization-based multi-resolution simulation methodology

TL;DR: A multi-resolution simulation methodology which uses numerical optimization as a tool for maintaining external consistency between models of the same phenomena operating at different levels of temporal and/or spatial resolution is presented.
Journal ArticleDOI

Learning Physically Based Humanoid Climbing Movements

TL;DR: A novel learning‐based solution for motion planning of physically‐based humanoid climbing that allows for fast and robust planning of complex climbing strategies and movements, including extreme movements such as jumping.

Synthesis of Cyclic Motions with Texture

TL;DR: A method is demonstrated for using motion capture data as a starting point for creating synthetic motion data that addresses this problem by allowing the animator to specify hard constraints such as where the feet should contact the floor.
References
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Journal ArticleDOI

Numerical recipes

Book

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Proceedings ArticleDOI

Elastically deformable models

TL;DR: The description of shape and the description of motion are unified and differential equations that model the behavior of non-rigid curves, surfaces, and solids as a function of time are constructed.
Journal ArticleDOI

Review of pseudoinverse control for use with kinematically redundant manipulators

TL;DR: Kinematically redundant manipulators have a number of potential advantages over current manipulator designs and velocity control through pseudoinverses is suggested for this type of arm.
Proceedings ArticleDOI

Principles of traditional animation applied to 3D computer animation

TL;DR: The basic principles of traditional 2D hand drawn animation and their application to 3D computer animation are described and how these principles evolved is described.