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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

Modal-space control for articulated characters

TL;DR: A novel control algorithm for simulating an articulated character performing a given reference motion and its variations is presented, overcomes the computational hurdle by applying modal analysis on a time-varying linear dynamic system.
Journal ArticleDOI

Active Animations of Reduced Deformable Models with Environment Interactions

TL;DR: This work presents an efficient spacetime optimization method to automatically generate animations for a general volumetric, elastically deformable body and model the interactions between the body and the environment and automatically generate active animations.
Dissertation

Mesh modification using deformation gradients

TL;DR: This dissertation describes techniques that ease the animation process by offering opportunities for reuse and a more intuitive animation formulation and demonstrates an intuitive interface for posing meshes that requires only a small amount of user effort.
Proceedings ArticleDOI

Balancing 3D models with movable masses

TL;DR: An algorithm to balance 3D printed models using movable embedded masses using a heuristic that leads to near-optimal solutions when compared to an exhaustive search is presented.
Proceedings ArticleDOI

An optimization-based multi-resolution simulation methodology

TL;DR: A multi-resolution simulation methodology which uses numerical optimization as a tool for maintaining external consistency between models of the same phenomena operating at different levels of temporal and/or spatial resolution is presented.
References
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Journal ArticleDOI

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Book

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Proceedings ArticleDOI

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Journal 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.