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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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Massively Parallel Genetic Algorithm for Physically Correct Articulated Figure Locomotion

TL;DR: This paper discusses the approach to a problem that arises in the design of physically realistic animations that feature autonomous characters modeled as articulated figures to specify a character’s trajectory so that the resulting motion is physically correct and conforms to the animator's goals for the character.
Book ChapterDOI

Physically Based Animation

TL;DR: In this article, the basic forces that are important to computer animation are reviewed, including gravity, springs, dampers, friction, and force fields (e.g., wind).
Dissertation

Simulation et contrôle de phénomènes physiques

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Proceedings ArticleDOI

Quick tuning of a reference locomotion gait [computer animation]

TL;DR: This paper presents a comprehensive system for adaptive replay of a computer animation sequence featuring the locomotion of a synthetic animal and proposes to carry-out all optimizations beforehand and send the outcomes in a training set for a neural network, whose role is to compress data and to interpolate in between the training samples.
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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.