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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

Deformable object animation using reduced optimal control

TL;DR: This work presents a fast space-time optimization method to author physically based deformable object simulations that conform to animator-specified keyframes and demonstrates the method with FEM deformable objects and mass-spring systems.
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Adaptation of performed ballistic motion

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Journal ArticleDOI

Achieving good connectivity in motion graphs

TL;DR: The experimental results show that well-connected motion graphs outperform standard motion graphs across a number of measures, result in very good motion quality, allow for high responsiveness when used for interactive control, and even do not require post-processing of the synthesized motions.

Inverse kinematics techniques of the interactive posture control of articulated figures

TL;DR: This thesis introduces a priority strategy for conflict resolution based on a task-priority algorithm developed in robotics for simple manipulators, and introduces a framework that integrates the two conflict resolution strategies: first, the priorities assigned to the tasks are considered and, second, a weighting strategy solves the conflicts between tasks having same priority.
Patent

Generating optimized motion transitions for computer animated objects

TL;DR: In this paper, the authors present a method and system which simplifies the process of constructing new basis motions and transitions between them for animation of articulated figures with many degrees of freedom using existing basis motion data.
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.
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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.