Journal ArticleDOI
Spacetime constraints
Andrew Witkin,Michael Kass +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
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Journal ArticleDOI
Dextrous manipulation from a grasping pose
TL;DR: An optimization-based approach to synthesizing hand manipulations from a starting grasping pose that takes as input an initial grasping pose and partial object trajectory, and produces as output physically plausible hand animation that effects the desired manipulation.
Journal ArticleDOI
Motion sketching for control of rigid-body simulations
TL;DR: A multiple-shooting optimization estimates the parameters of a rigid-body simulation needed to simulate an animation that matches the sketch with physically plausible timing and motion to physical simulations of multiple colliding rigid bodies possibly connected with joints in a tree (open-loop) topology.
Proceedings ArticleDOI
Animating non-humanoid characters with human motion data
TL;DR: The method provides an alternative for animating non-humanoid characters that leverages motion data from a human subject performing in the style of the target character, and consists of a statistical mapping function learned from a small set of corresponding key poses, and a physics-based optimization process to improve the physical realism.
Journal ArticleDOI
Real handball goalkeeper vs. virtual handball thrower
Benoit Bideau,Richard Kulpa,Stéphane Ménardais,Laetitia Fradet,Franck Multon,Paul Delamarche,Bruno Arnaldi +6 more
TL;DR: The main originality of this work was to measure presence in a sporting application with new evaluation methods based on motion capture to test if virtual reality is a valid training tool for the game of handball.
Journal ArticleDOI
VideoMocap: modeling physically realistic human motion from monocular video sequences
Xiaolin Wei,Jinxiang Chai +1 more
TL;DR: The power and effectiveness of the video-based motion modeling process in an image-based keyframe animation framework is demonstrated by generating a wide variety of physically realistic human actions from uncalibrated monocular video sequences such as sports video footage.
References
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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
Charles A. Klein,C.-H. Huang +1 more
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.