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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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Motion Synthesis for 3 Articulated Figures and Mass-Spring Models

TL;DR: In this article, the authors report successful automatic controller synthesis for 3D articulated figures and massspring models that are subject to nonholonomic constraints, and show that the 3D motion synthesis problem can be solved in some challenging cases, though much work on this general topic remains to be done.
Journal Article

Visual滝の図像集 (特集 滝の図像)

良輔 伴田
- 01 Mar 1998 - 
TL;DR: Geocoding provides a spatial reference to data, which is not initially recorded, and allows the address point to be linked to other geospatial databases.
Dissertation

A hybrid method based on a motion database and motion knowledge for the dynamic prediction of task-oriented human motion.

TL;DR: The results obtained show that the proposed motion prediction method is a valid alternative to current methods, when both the physical soundness and the realism of the motion are required in the prediction.
Journal ArticleDOI

A stylistic human motion editing system based on a subspace motion model

TL;DR: A stylistic human motion editing system that provides several style editing tools and accessorial modules based on the proposed motion model so that animators can not only translate the style of the original motions but also transfer and add styles between two motions.
Journal IssueDOI

Approximating character biomechanics with real-time weighted inverse kinematics

TL;DR: This paper shows how the expensive, offline dynamic simulations of character motions can be approximated using the cheaper weighted inverse kinematics (WIK)-based approach.
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

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.