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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 Article

Preparation behaviour synthesis with reinforcement learning

TL;DR: A new method to synthesize the behaviour using reinforcement learning to create preparation movements, which is useful not only for computer animation, but also for real-time applications such as computer games, in which the characters need to accomplish a series of tasks in a given environment.

Modeling standing, walking and rolling skills for physics-based character animation

TL;DR: In this article, the authors developed controllers for the real-time simulation of several motion skills, including standing balance, walking, forward rolling, and lateral rolling on the ground, from a common set of components.
Dissertation

Data-driven synthesis of realistic human motion using motion graphs

TL;DR: This thesis proposes a two-stage approach that makes the motion captured data reusable to synthesize new motions in real-time via motion graphs, and applies motion clip preference approach, which is applied to the motion search algorithm, enable users to control the motion clip types in the result motion.
Dissertation

Learning force fields for limb control in character animation

TL;DR: This work applies vector-field-based limb control to physically simulated character animation with a decomposition algorithm that extrapolates torque control programs instead of the motion paths themselves, retaining Newtonian physical correctness.
References
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Journal ArticleDOI

Numerical recipes

Book

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Proceedings ArticleDOI

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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.