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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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Journal ArticleDOI

Robust motion in-betweening

TL;DR: A novel, robust transition generation technique that can serve as a new tool for 3D animators, based on adversarial recurrent neural networks that synthesises high-quality motions that use temporally-sparse keyframes as animation constraints is presented.
Journal ArticleDOI

Motion capture assisted animation

TL;DR: In this article, a method for creating animations that allows the animator to sketch an animation by setting a small number of keyframes on a fraction of the possible degrees of freedom is discussed.

Synthesis and acquisition of laban movement analysis qualitative parameters for communicative gestures

TL;DR: A computational framework where the observable characteristics of gestures—not only key pose and timing but also the underlying motion qualities—can be extracted from live performance, either in 3D motion capture data or in 2D video data, and correlated with observations validated by LMA notators are built.
Journal ArticleDOI

Simulation of Human Motion Data using Short-Horizon Model-Predictive Control

TL;DR: A model‐predictive controller that yields natural motions by guiding simulated humans toward real motion data by solving a quadratic program to compute the forces for a short window of time into the future.
References
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Numerical recipes

Book

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Proceedings ArticleDOI

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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

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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.