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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

Combining the benefits of function approximation and trajectory optimization.

TL;DR: This work develops a new trajectory optimizer based on inverse contact dynamics, and provides not only the trajectories but also the feedback gains as training data to the network.
Dissertation

Discriminative, generative and imitative learning

Tony Jebara, +1 more
TL;DR: It is demonstrated that imitative learning can be adequately addressed as a discriminative prediction task which outperforms the usual generative approach and is applied with a generative perceptual system to synthesize a real-time agent that learns to engage in social interactive behavior.
Proceedings ArticleDOI

Controlled animation of video sprites

TL;DR: A new optimization algorithm for video sprites to animate realistic-looking characters and a new technique to find good frame arrangements is based on repeated partial replacements of the sequence, which allows the user to specify animations using a flexible cost function.
Journal ArticleDOI

Optimization-based interactive motion synthesis

TL;DR: A physics-based approach to synthesizing motion of a virtual character in a dynamically varying environment that allows the programmer to specify active control strategies using intuitive kinematic goals, significantly reducing the engineering effort entailed in active body control.
Book

Artificial animals for computer animation: biomechanics, locomotion, perception, and behavior

TL;DR: This work models the form and appearance of Fishes using a biomechanical Fish Model and Locomotion system and the Graphical User Interface to model the Marine Environment.
References
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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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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.