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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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Book ChapterDOI

A New Interface Paradigm for Motion Capture Based Animation Systems

TL;DR: A new user interface paradigm is proposed, providing intuitive and efficient ways to visualize the main motion capture concepts and operations, and supported by a flexible architecture suitable to work with the motion capture methodology.
Dissertation

Synthesis of Music Performances: Virtual Character Animation as a Controller of Sound Synthesis

TL;DR: Le systeme de synthese propose dans ce travail met en oeuvre l'animation physique d'un percussionniste virtuel capable of controler des processus de Synthese sonore avec un modele physique de timbale.
Journal IssueDOI

Motion adaptation based on character shape

TL;DR: This paper presents a method considering the actual shape of the character's body to perform the adaptation, and introduces an interpolation scheme based on radial basis functions that can blend pre-calculated adaptations, and thus achieve real-time performances.
Proceedings ArticleDOI

Space-time sculpting of liquid animation

TL;DR: In contrast to the trial-and-error loop usually required to edit animation results through the tuning of indirect simulation parameters, the proposed interactive sculpting system gives the user full control over the edited space-time behaviors.
Proceedings ArticleDOI

Practical character physics for animators

TL;DR: An interactive system that helps animators create physically plausible character motions is demonstrated, which shows that from 10 to 16 percent of the shots of a character-heavy feature film will incorporate ballistic motions that the system might improve.
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Book

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Proceedings ArticleDOI

Principles of traditional animation applied to 3D computer animation

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