scispace - formally typeset
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.

read more

Citations
More filters

A comparative study of search and optimization algorithms for the automatic control of physically realistic 2-D animated figures

TL;DR: An empirical study of evolutionary computation algorithms and standard function optimization algorithms that were implemented in lieu of the massively parallel GA in order to create a substantially more e cient search algorithm that would be viable on serial workstations discovered that simple search algorithms based on the evolutionary programming paradigm were most important in searching the space of motion controllers.
Proceedings ArticleDOI

Natural human animation via learning with dynamic manipulability

TL;DR: This work proposes a method for creating human movements by imposing positional constraints of end-effectors at multiple key-frame to optimize dynamic manipulability for enhancing naturalness of realistic human behaviors.
Proceedings ArticleDOI

Extensive and efficient search of human movements with hierarchical reinforcement learning

TL;DR: This paper proposes a method for creating human movements by imposing positional constraints of end-effectors at multiple key-frames and automatically generates complex movements so that the resulting motions are globally optimized for a whole sequence.
Proceedings ArticleDOI

An Ant Based Approach for Generating Procedural Animations

TL;DR: An ant-based algorithm on continuous domains used to create procedural animations that is very flexible and can be easily adapted to different situations and characters’ morphologies is introduced.
References
More filters
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.