Journal ArticleDOI
Spacetime constraints
Andrew Witkin,Michael Kass +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
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Patent
Interactive spacetime constraints: wiggly splines
Michael Kass,John Anderson +1 more
TL;DR: In this paper, a technique for keyframe animation for motion problems that give rise to quadratic optimization functions solvable with linear systems of equations is presented. But the technique is limited to a single frame.
Journal ArticleDOI
Data-Free Prior Model for Upper Body Pose Estimation and Tracking
Jixu Chen,Siqi Nie,Qiang Ji +2 more
TL;DR: The proposed prior model is proposed to learn the prior model from anatomic, biomechanics, and physical constraints, rather than from the motion capture data, and significantly outperforms the data-based prior models in generalization to different body motions and to different subjects.
A motion control scheme for animating expressive arm movements
Diane M. Chi,Norman I. Badler +1 more
TL;DR: This work builds a model of Effort using a set of kinematic movement parameters that defines how a figure moves between goal keypoints, providing a level of control thus far missing from behavioral animation systems and offering novel specification and editing capabilities on top of traditional keyframing and inverse kinematics methods.
Proceedings Article
Attaching physiological effects to motion-captured data
Taku Komura,Yoshihisa Shinagawa +1 more
TL;DR: This paper proposes a method to use the musculoskeletal system of the human body for editing and retargeting human motion which were captured using a motion-capture device and shows that not only physiological effects such as fatigue, or injuries but also physical effects caused by external force can be added to human motion.
Proceedings ArticleDOI
Interactive Character Animation using Simulated Physics
TL;DR: This review presents a structured evaluation of relevant aspects, approaches and techniques regarding interactive character animation using simulated physics, based on over two decades of research, and points out some open research areas and possible future directions.
References
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Journal ArticleDOI
Review of pseudoinverse control for use with kinematically redundant manipulators
Charles A. Klein,C.-H. Huang +1 more
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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.