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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

Human Motion Synthesis with Optimization‐based Graphs

TL;DR: This paper introduces an optimization‐based graph that combines continuous constrained optimization with graph‐based motion synthesis and proposes to build this graph semi‐autonomously by requiring a user to classify generated transitions as acceptable or not and explicitly minimizing the amount of required classifications.
Book ChapterDOI

Inverse Kinetics for Center of Mass Position Control and Posture Optimization

TL;DR: The range of Inverse Kinematics has been extended by integrating the mass distribution information to embody the control of the position of the center of gravity of any articulated figure in single support (open tree structure).

A differential approach to graphical interaction

TL;DR: This dissertation presents a new approach that provides a systematic method for implementing flexible, combinable interactive controls that uses constrained optimization to couple user controls to graphical objects in a manner that permits a variety of controls to be freely combined.
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Combining active and passive simulations for secondary motion

TL;DR: While the authors simulated the secondary motion of many of the objects in the scene, a number of objects remain motionless, so modeling a few of the moving and flexible objects appears to emphasize the lack of motion in the others.
Proceedings ArticleDOI

Efficient simulation of example-based materials

TL;DR: A new method for efficiently simulating art-directable deformable materials using an incompatible representation for input and interpolated poses that allows us to bypass costly reconstruction steps and achieve significant performance improvements compared to previous work.
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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.