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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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Hybrid artist- and data-driven techniques for character animation

TL;DR: Methods for automating the repetitive parts of character animation using semi-supervised learning algorithms and data from interviews with professional animators are presented which suggest that generalizing edits can save artists significant time and work.
Proceedings ArticleDOI

Adding cartoon-like motion to realistic animations

TL;DR: To add cartoon-like qualities to realistic animations, this work suggests an algorithm that changes the animation curves of motion capture data by modifying their local minima and maxima and proposes a curve-based interface that allows users to quickly edit and visualize the changes applied to the animation.
Dissertation

Animation of human motion with inverse kinematics using nonlinear programming

TL;DR: This thesis presents the implementation of an inverse kinematics algorithm using nonlinear optimization methods that computes a potential function value between the end-effector and the desired posture of the end -effector called goal and tries to minimize the value of the function.
Book ChapterDOI

Video motion capture for virtual characters

TL;DR: A robust tracking method by minimizing both intensity change and joint torque applying to the body parts along the long image sequences is proposed.

Generating Human Motion by Symbolic Reasoning

TL;DR: This work is the first serious attempt to use an A1 planning paradigm for animation of human body motion and takes account of the fact that body motions are continuous by taking advantage of execution-time feedback.
References
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Proceedings ArticleDOI

Principles of traditional animation applied to 3D computer animation

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