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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Book ChapterDOI
Real-Time Character Animation Using Puppet Metaphor
TL;DR: The authors employ the puppet metaphor for motion design of computer animation creation using a puppet metaphor and this paper introduces its prospective application examples.
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Motion generation for a tumbling robot using a general contact model
J.V. Albro,James E. Bobrow +1 more
TL;DR: A general contact model is developed and it is shown how to smooth the forces arising from this contact to make them C/sup 1/ functions of the state for the motion generation algorithm, which relies on the solution of an optimal control problem for different phases of the motion.
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Six-hundred indexed references on computer animation
TL;DR: The evolution of computer animation in the last six years has been spectacular and shows that computer animation is no longer a collection of tricks just for showing special effects and has become a mature and distinct area with its own techniques and methods.
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Keyframe Animation of Articulated Figures Using Partial Dynamics
TL;DR: Experimental results using a human model show that inertial and jumping motions are generated effectively by this method using dynamics to obtain realistic movements of articulated figures used mainly for the generation of human animation.
References
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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
Charles A. Klein,C.-H. Huang +1 more
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.