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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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Dissertation

Modeling emotionnal facial expressions and their dynamics for realistic interactive facial animation on virtual characters

TL;DR: An animation framework is proposed that learns practical characteristics of emotional facial expressions from human faces, and uses these characteristics to generate realistic facial animations for synthetic characters and can ultimately synthesize realistic and adaptive facial animations in real-time interactive applications, such as video games or conversational agents.
Journal ArticleDOI

Cartoon Animation and Morphing with Wavelet Curve Descriptor

TL;DR: A new framework for cartoon animation is proposed in this work, using the wavelet coefficients as the control points and the proposed curve descriptor with multiscale structure and local control property is promising in cartoon animation applications.
Proceedings Article

An Approach for Guiding Colliding Physically-Based Models

TL;DR: The aim is not to make an object follow a predefined trajectory, but to use a physical simulation to find a “correct” motion, close to the user-defined path but consistent with the object mass, inertia tensor, with the path complexity and with the casual events such as collisions occurring during motion.
Journal ArticleDOI

Optimization-based dynamic prediction of human postural response under tilting of base of support

TL;DR: Simulation results demonstrate the effectiveness of the proposed formulation in prediction of natural motion of human in response to tilting of the base plate.
Proceedings ArticleDOI

A lightweight algorithm for real-time motion synthesis

TL;DR: This paper presents an algorithm for interactive character animation with kinematic constraints with limited computational time, synthesized by deforming and concatenating short motion examples, each consisting of a sequence of postures.
References
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Journal ArticleDOI

Numerical recipes

Book

Classical Mechanics

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

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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.