scispace - formally typeset
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.

read more

Citations
More filters
Proceedings ArticleDOI

Disney meets Darwin-the evolution of funny animated figures

TL;DR: A technique for bringing both automatic and interactive evolution together into one tool is discussed as a means to bring evolutionary tools closer to the concerns of the character animator, who may be just as interested in developing amusing behaviors in a world of "Cartoon Laws", as in simulating realistic animals in aworld of Newtonian physics.

Human Body Deformations Using Joint-dependent Local Operators and Finite-Element Theory

TL;DR: In this paper, the problem of improving the realism of motion not from the joint point-of-view as for robots, but in relation to the deformations of human bodies during animation is discussed.
Book ChapterDOI

What is a Research Proposal

TL;DR: The area of optimising compilation is changed from one that is ad hoc and reactive to hardware evolution to one based on solid foundations that drives architectural change whereby the next generation of hardware is co-designed by compiler technology.
Journal ArticleDOI

Interactive spacetime control of deformable objects

TL;DR: This work proposes a framework for controlling the motion of deformable objects that offers interactive response times through a new fast and robust numerical scheme for solving the one-dimensional problems that is based on a closed-form representation of the wiggly splines.
Proceedings ArticleDOI

Animating reactive motions for biped locomotion

TL;DR: A new method is proposed for simulating reactive motions for bipeds that preserve dynamic balance during locomotion, which was difficult to calculate using previous techniques.
References
More filters
Journal ArticleDOI

Numerical recipes

Book

Classical Mechanics

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

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.