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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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Citations
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Proceedings ArticleDOI

Interactive dynamics

TL;DR: This work presents a mathematical and computational formulation for constrained dynamics that makes the ability to create complex physical models dynamically by snapping simple pieces together, integrating the process of model creation into the ongoing simulation.
Proceedings ArticleDOI

Fast animation and control of nonrigid structures

TL;DR: A fast method for creating physically based animation of non-rigid objects based on global deformations based on the use of deformations that are linear in the state of the system causes the constraint matrices to be constant.
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A 'Notion' for interactive behavioral animation control

TL;DR: An interactive method of behavioral animation in which the user controls motion by designing a network mapping sensor information to effectors is described, called Notion.
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Contact-aware nonlinear control of dynamic characters

TL;DR: A locomotion system that generates high-quality animation of agile movements using nonlinear controllers that plan through frequent ground contacts that produce a discontinuous search space is introduced.
Proceedings ArticleDOI

Automated learning of muscle-actuated locomotion through control abstraction

TL;DR: In this paper, a learning technique that automatically syn- thesizes realistic locomotion for the animation of physics-based models of animals is presented. But it is not suitable for animals with highly flexible, many-degree-of-freedom bodies and a consid- erable number of internal muscle actuators.
References
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Proceedings ArticleDOI

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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.
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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.