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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

Interactive elastic motion editing through space–time position constraints

TL;DR: This work presents an intuitive and interactive approach for motion editing through space–time constraints on positions that enables the user to interactively edit node positions in order to alter and fine‐tune the motion.
Journal Article

The artificial life of synthetic actors

TL;DR: The development of the general concept of autonomous actors reacting to their environment and taking decisions based on perception systems, memory and reasoning and facial animation techniques for synthetic actors are presented.
Book

Procedural Motion Control Techniques: For Interactive Animation of Human Figures

TL;DR: This work has developed a system based on knowledge of human walking and running to animate a variety of human locomotion styles in real-time while the animator interactively controls the motion via high level parameters such as step length, velocity and stride width.
Dissertation

A dynamic model of locomotion for computer animation

TL;DR: A computational model of legged locomotion was developed in which all motions are physically-based, and successfully computes the motions of a simulated six-legged insect negotiating level and uneven terrain.

Physics-Based Modeling, Analysis and Animation

TL;DR: Two models that have been used in computer graphics and two models that apply to both areas are reviewed, including a mass-spring model used to animate three forms of locomotion of snakes and worms.
References
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Journal ArticleDOI

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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.