IEEE Transactions on Visualization and Computer Graphics · 2003 · 202 citations · 24 references
Avatar AnimationComputer AnimationNatural Motion AnimationKinesiologyMotion CaptureReference MotionRobot LearningKinematicsHealth SciencesDanceAnimationMotion SynthesisComputational TechniquePhysically Based AnimationHuman MovementArtsRoboticsCharacter AnimationAnimal Characters
The paper introduces a computational method to generate whole‑body motions for human and animal characters without relying on reference motion. The method uses an interactive inverse‑kinematics framework that lets animators drag links, pin multiple joints, and apply constraints such as joint angles and motion ranges, providing an intuitive pin‑and‑drag interface. The technique allows quick editing or retargeting of captured motion with minimal changes and can also generate natural motions from scratch, as demonstrated by several example clips.
This paper presents a computational technique for creating whole-body motions of human and animal characters without reference motion. Our work enables animators to generate a natural motion by dragging a link to an arbitrary position with any number of links pinned in the global frame, as well as other constraints such as desired joint angles and joint motion ranges. The method leads to an intuitive pin-and-drag interface where the user can generate whole-body motions by simply switching on or off or strengthening or weakening the constraints. This work is based on a new interactive inverse kinematics technique that allows more flexible attachment of pins and various types of constraints. Editing or retargeting captured motion requires only a small modification to the original method, although it can also create natural motions from scratch. We demonstrate the usefulness and advantage of our method with a number of example motion clips.
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