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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

Biomechanical simulation of manual lifting using spacetime optimization.

TL;DR: In this paper, the authors proposed a methodology for generating the optimum motion patterns for para-sagittal lifting tasks, where constraints can be added anywhere within the lifting cycle without the need of rewriting the whole program.
Journal ArticleDOI

A robust approach for the control of the center of mass with inverse kinetics

TL;DR: The combined quality of providing realistic motions in real time significantly improves the potential interaction with the human model in virtual reality applications and enhances the posture and motion design process for complex articulated figures.
Journal ArticleDOI

Space-time editing of elastic motion through material optimization and reduction

TL;DR: The approach achieves efficiency and scalability by performing all computations in a reduced rotation-strain (RS) space constructed with both cubature and geometric reduction, leading to two orders of magnitude improvement over the original RS method.
Proceedings ArticleDOI

Motion perturbation based on simple neuromotor control models

TL;DR: This paper shows how this can be done using a simple human neuromuscular control model to create animation where the character reacts to unexpected external forces in a natural way, and still retain the quality of the captured motions.
Journal ArticleDOI

Animation of Human Diving

TL;DR: The control and simulation techniques presented in this paper are useful for providing realistic motion for synthetic actors in computer animations and virtual environments and may some day be useful for analysis of sports performance.
References
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Proceedings 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.