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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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SteerBench: a benchmark suite for evaluating steering behaviors

TL;DR: SteerBench is presented: a benchmark framework for objectively evaluating steering behaviors for virtual agents, with a diverse set of test cases, metrics of evaluation, and a scoring method that can be used to compare different steering algorithms.
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Dynamics and Energetics of Walking with Prostheses

TL;DR: In this paper, an inverse dynamics-based approach to simulate human motion that deals with the overdeterminacy of muscle actuation and uses Hill-type muscle models is proposed, and the results for the kinematics and joint moments for all experiments and subjects are compared and discussed concerning possible contributions to the understanding of prosthetic and orthotic walking.
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Integrating human observer inferences into robot motion planning

TL;DR: This work introduces the notion of an observer into motion planning, and formalizes predictability and legibility as properties of motion that naturally arise from the inferences in opposing directions that the observer makes, drawing on action interpretation theory in psychology.
Proceedings ArticleDOI

Evaluating video-based motion capture

TL;DR: A constraint-based methodology is presented for reconstructing the 3D motion given image observations, and it is shown how even simple visual tracking information can be used to create human motion but even with perfect tracking, incorrect reconstructions are not only possible but inevitable.
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Generating dynamically feasible trajectories for quadrotor cameras

TL;DR: A fast and user-friendly algorithm for generating feasible quadrotor camera trajectories that takes as input an infeasible trajectory designed by a user, and produces as output a feasible trajectory that is as similar as possible to the user's input.
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.
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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.