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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 ArticleDOI

Research on interaction design of virtual reality

TL;DR: Motion technique and dynamic simulation of digital actor in animation area is described, and the problems and solutions including virtual animation in immersive virtual environments are explored so as to validate the results of research on these topics.
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Learning High-Risk High-Precision Motion Control

TL;DR: This work proposes and evaluates State-Conditioned Shooting (SCOOT), a novel DRL algorithm that builds on advantage-weighted regression (AWR) with three key modifications, and showcases the features’ performance in learning physically-based billiard shots demonstrating high action precision and discovering multiple shot strategies for a given ball configuration.
Book ChapterDOI

Animation Research: Modern Techniques

TL;DR: This chapter contains sections titled: Automatic Cartoon Generation with Correspondence Construction Cartoon Characters Represented by Multiple Features Graph-Based Cartoon Clips Synthesis Retrieval-Based cartoons Synthesis Chapter Summary.

Video based analysis and visualization of human action

TL;DR: A prototype of a "virtual coach" that is able to track and analyze image data of human action is developed and it is shown that in many cases, 2D projections of a motion carries almost as much information about the motion as the original 3D representation.
Proceedings ArticleDOI

A simulation system for coordinated manipulation

TL;DR: A special-purpose simulation system for constraint-based manipulation with robotic devices is described, and the architecture of the system is outlined, the module for controlling independent fingers cooperating for the task of part rotation is described in detail, and experiments are reported.
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.