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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

A motion capture-based control-space approach for walking mannequins

TL;DR: This paper presents a locomotion controller based on a motion capture edition technique that works in real time and supports at any time continuous changes of inputs.
Journal ArticleDOI

Interactive Construction and Animation of Layered Elastically Deformable Characters

TL;DR: A hybrid layered model of kinematic and physics‐based components together with an immersive 3D direct manipulation interface is used to quickly construct characters that deform naturally when animated and whose behavior can be controlled interactively using intuitive parameters.
Journal ArticleDOI

Animating oscillatory motion with overlap: wiggly splines

TL;DR: The Wiggly Spline as mentioned in this paper generalizes traditional piecewise cubics when its resonance and damping are set to zero, but creates oscillatory animation when its resonances and dampings are changed.
Proceedings ArticleDOI

Spacetime sweeping: an interactive dynamic constraints solver

TL;DR: A new method for editing an existing motion to satisfy a set of user-specified constraints, and in doing so guaranteeing the kinematic and dynamic soundness of the transformed motion is presented, which develops a new algorithm, called spacetime sweeping, which sweeps through the frames with two consecutive filters.
Book ChapterDOI

A Grasp-based Motion Planning Algorithm for Character Animation

TL;DR: A novel kinematic motion planning algorithm for character animation which addresses some of the outstanding problems and provides a single framework for the use of multiple modes of locomotion in planning motions through constrained, unstructured environments.
References
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Journal ArticleDOI

Numerical recipes

Book

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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.