Abstract
In this paper we present a general method for rapid prototyping of realistic character motion. We solve for the natural motion from a simple animation provided by the animator. Our framework can be used to produce relatively complex realistic motion with little user effort.We describe a novel constraint detection method that automatically determines different constraints on the character by analyzing the input motion. We show that realistic motion can be achieved by enforcing a small set of linear and angular momentum constraints. This simplified approach helps us avoid the complexities of computing muscle forces. Simpler dynamic constraints also allow us to generate animations of models with greater complexity, performing more intricate motions. Finally, we show that by learning a small set of key parameters that describe a character pose we can help a non-skilled animator rapidly create realistic character motion.
- ALEXANDER, R. M. 1980. Optimum walking techniques for quadrupeds and bipeds. J. Zool., London 192, 97-117.Google Scholar
- ALEXANDER, R. M. 1989. Optimization and gaits in the locomotion of vertebrates. Physiol. Rev. 69, 1199-1227.Google Scholar
- ALEXANDER, R. M. 1990. Optimum take-off techniques for high and long jumps. Phil. Trans. R. Soc. Lond. 329, 3-10.Google Scholar
- ALEXANDER, R. M. 1991. Optimum timing of muscle activation for simple models of throwing. J. Theor. Biol. 150, 349-372.Google Scholar
- BLICKHAN, R., AND FULL, R. J. 1993. Similarity in multilegged locomotion: bouncing like a monopode. J Comp. Physiol. A. 173, 509-517.Google Scholar
- BLICKHAN, A. S. A. F. V. W. R. 1999. Dynamics of the long jump. Jornal of Biomechanics 32, 1259-1267.Google Scholar
- BRUDERLIN, A., AND CALVERT, T. W. 1989. Goal-directed, dynamic animation of human walking. Computer Graphics 23, 3 (July), 233-242. Google Scholar
- BRUDERLIN, A., AND WILLIAMS, L. 1995. Motion signal processing. In Computer Graphics (SIGGRAPH 95 Proceedings), 97-104. Google Scholar
- COHEN, M. F. 1992. Interactive spacetime control for animation. In Computer Graphics (SIGGRAPH 92 Proceedings), vol. 26, 293-302. Google Scholar
- DE LEVA, P. 1996. Adjustments to Zatsiorsky-Seluyanov's segment inertia parameters. J. of Biomechanics 29, 9, 1223-1230.Google Scholar
- DISCREET. Character studio. http://www.discreet.com/products/cs/.Google Scholar
- FALOUTSOS, P., VAN DE PANNE, M., AND TERZOPOULOS, D. 2001. Composable controllers for physics-based character animation. In Proceedings of SIGGRAPH 2001, ACM Press / ACM SIGGRAPH, Computer Graphics Proceedings, Annual Conference Series, 251-260. ISBN 1-58113-292-1. Google Scholar
- GILL, P., SAUNDERS, M., AND MURRAY, W. 1996. SNOPT: An SQP algorithm for large-scale constrained optimization. Tech. Rep. NA 96-2, University of California, San Diego.Google Scholar
- GLEICHER, M., AND LITWINOWICZ, P. 1998. Constraint-based motion adaptation. The Journal of Visualization and Computer Animation 9, 2, 65-94.Google Scholar
- GLEICHER, M. 1997. Motion editing with spacetime constraints. In 1997 Symposium on Interactive 3D Graphics, M. Cohen and D. Zeltzer, Eds., ACM SIGGRAPH, 139-148. ISBN 0-89791-884-3. Google Scholar
- GLEICHER, M. 1998. Retargeting motion to new characters. In Computer Graphics (SIGGRAPH 98 Proceedings), 33-42. Google Scholar
- GLEICHER, M. 2001. Motion path editing. In 2001 ACM Symposium on Interactive 3D Graphics, 195-202. ISBN 1-58113-292-1. Google Scholar
- HODGINS, J. K., AND POLLARD, N. S. August 1997. Adapting simulated behaviors for new characters. Proceedings of SIGGRAPH 97, 153-162. ISBN 0-89791-896-7. Held in Los Angeles, California. Google Scholar
- HODGINS, J. K., WOOTEN, W. L., BROGAN, D. C., AND O'BRIEN, J. F. 1995. Animating human athletics. Proceedings of SIGGRAPH 95 (August), 71-78. ISBN 0-201-84776-0. Held in Los Angeles, California. Google Scholar
- HODGINS, J. K. 1998. Animating human motion. Scientific American 278, 3 (Mar.), 64-69.Google Scholar
- HULL, M. P. F. C. A. D. G. 1991. A parameter optimization approach for the optimal control of large-scale musculoskeletal systems. Journal of Biomechanical Engineering 114, 450-460.Google Scholar
- IGARASHI, T., MATSUOKA, S., AND TANAKA, H. 1999. Teddy: A sketching interface for 3d freeform design. Proceedings of SIGGRAPH 99 (August), 409-416. ISBN 0-20148-560-5. Held in Los Angeles, California. Google Scholar
- KING, D. 1999. Generating vertical velocity and angular momentum during skating jumps. 23rd Annual Meeting of the American Society of Biomechanics (Oct).Google Scholar
- LASZLO, J., VAN DE PANNE, M., AND FIUME, E. L. 2000. Interactive control for physically-based animation. Proceedings of SIGGRAPH 2000 (July), 201-208. ISBN 1-58113-208-5. Google Scholar
- LEE, J., AND SHIN, S. Y. 1999. A hierarchical approach to interactive motion editing for human-like figures. In Computer Graphics (SIGGRAPH 99 Proceedings). Google Scholar
- LIU, Z., GORTLER, S. J., AND COHEN, M. F. 1994. Hierarchical spacetime control. In Computer Graphics (SIGGRAPH 94 Proceedings). Google Scholar
- PANDY, M., AND ZAJAC, F. E. 1991. Optimum timing of muscle activation for simple models of throwing. J. Biomechanics 24, 1-10.Google Scholar
- PANDY, M., ZAJAC, F. E., SIM, E., AND LEVINE, W. S. 1990. An optimal control model of maximum-height human jumping. J. Biomechanics 23, 1185-1198.Google Scholar
- PANDY, M., ANDERSON, F. C., AND HULL, D. G. 1992. A parameter optimization approach for the optimal control of large-scale musculoskeletal systems. J. of Biomech. Eng. (Nov.), 450-460.Google Scholar
- PEARSALL, D., REID, J., AND ROSS, R. 1994. Inertial properties of the human trunk of males determined from magnetic resonance imaging. Annals of Biomed. Eng. 22, 692-706.Google Scholar
- POLLARD, N. S., AND BEHMARAM-MOSAVAT, F. 2000. Force-based motion editing for locomotion tasks. In Proceedings of the IEEE International Conference on Robotics and Automation.Google Scholar
- POLLARD, N. S., AND REITSMA, P. S. A. 2001. Animation of humanlike characters: Dynamic motion filtering with a physically plausible contact model. In Yale Workshop on Adaptive and Learning Systems.Google Scholar
- POLLARD, N. S. 1999. Simple machines for scaling human motion. In Computer Animation and Simulation '99, Eurographics, Milano, Italy. ISBN 3-211-83392-7.Google Scholar
- POPOVIĆ, Z., AND WITKIN, A. 1999. Physically based motion transformation. In Computer Graphics (SIGRAPH 99 Proceedings). Google Scholar
- POPOVIĆ, J., SEITZ, S. M., ERDMANN, M., POPOVIĆ, Z., AND WITKIN, A. P. 2000. Interactive manipulation of rigid body simulations. Proceedings of SIGGRAPH 2000 (July), 209-218. ISBN 1-58113-208-5. Google Scholar
- RAIBERT, M. H., AND HODGINS, J. K. 1991. Animation of dynamic legged locomotion. In Computer Graphics (SIGGRAPH 91 Proceedings), vol. 25, 349-358. Google Scholar
- ROSE, C., GUENTER, B., BODENHEIMER, B., AND COHEN, M. 1996. Efficient generation of motion transitions using spacetime constraints. In Computer Graphics (SIGGRAPH 96 Proceedings), 147-154. Google Scholar
- ROSE, C., COHEN, M. F., AND BODENHEIMER, B. 1998. Verbs and adverbs: Multidimensional motion interpolation. IEEE Computer Graphics & Applications 18, 5 (Sept. - Oct.). Google Scholar
- SHIN, H. J., LEE, J., GLEICHER, M., AND SHIN, S. Y. 2001. Computer puppetry: An impotance-based approach. ACM Transactions on Graphics 20, 2 (April), 67-94. ISSN 0730-0301. Google Scholar
- TAK, S., SONG, O.-Y., AND KO, H.-S. 2000. Motion balance filtering. In Proceedings of the 21th European Conference on Computer Graphics (Eurographics-00), Blackwell Publishers, Cambridge, S. Coquillart and J. Duke, David, Eds., vol. 19, 3 of Computer Graphics Forum, 437-446.Google Scholar
- TORKOS, N., AND VAN DE PANNE, M. 1998. Footprint-based quadruped motion synthesis. In Graphics Interface '98, 151-160. ISBN 0-9695338-6-1.Google Scholar
- VAN DE PANNE, M., AND FIUME, E. 1993. Sensor-actuator networks. In Computer Graphics (SIGGRAPH 93 Proceedings), vol. 27, 335-342. Google Scholar
- VAN DE PANNE, M., AND FIUME, E. 1994. Virtual wind-up toys. In Proceedings of Graphics Interface 94.Google Scholar
- VAN DE PANNE, M., KIM, R., AND FIUME, E. 1994. Virtual wind-up toys for animation. Graphics Interface '94 (May), 208-215. Held in Banff, Alberta, Canada.Google Scholar
- VAN DE PANNE, M. 1997. From footprints to animation. Computer Graphics Forum 16, 4, 211-224.Google Scholar
- WITKIN, A., AND KASS, M. 1988. Spacetime constraints. In Computer Graphics (SIGGRAPH 88 Proceedings), vol. 22, 159-168. Google Scholar
- WITKIN, A., AND POPOVIĆ, Z. 1995. Motion warping. In Computer Graphics (SIGGRAPH 95 Proceedings). Google Scholar
- WOOTEN, W. L. 1998. Simulation of leaping, tumbling, landing, and balancing humans. PhD thesis, Georgia Institute of Technology. Google Scholar
- YEADON, M. R. 1990. The simulation of aerial momement - iii the determination of the angular momentum of the human body. Journal of Biomechanics 23, 75-83.Google Scholar
- ZORDAN, V. B., AND HODGINS, J. K. 1999. Tracking and modifying upper-body human motion data with dynamic simulation. In Computer Animation and Simulation '99, Eurographics, Milano, Italy. ISBN 3-211-83392-7. Google Scholar
Index Terms
- Synthesis of complex dynamic character motion from simple animations
Recommendations
Synthesis of complex dynamic character motion from simple animations
SIGGRAPH '02: Proceedings of the 29th annual conference on Computer graphics and interactive techniquesIn this paper we present a general method for rapid prototyping of realistic character motion. We solve for the natural motion from a simple animation provided by the animator. Our framework can be used to produce relatively complex realistic motion ...
A physically-based motion retargeting filter
This article presents a novel constraint-based motion editing technique. On the basis of animator-specified kinematic and dynamic constraints, the method converts a given captured or animated motion to a physically plausible motion. In contrast to ...
Layered acting for character animation
We introduce an acting-based animation system for creating and editing character animation at interactive speeds. Our system requires minimal training, typically under an hour, and is well suited for rapidly prototyping and creating expressive motion. A ...
Comments