Publication | Closed Access
Dynamic response for motion capture animation
31
Citations
15
References
2005
Year
Unknown Venue
EngineeringComputer AnimationKinesiologyMotion CaptureVirtual RealityMotion Capture SegmentsKinematicsRobot LearningHuman MotionHealth SciencesDanceAnimationMotion SynthesisComputer ScienceComputer VisionPhysically Based AnimationEye TrackingMechanical SystemsExtended RealityHuman-computer InteractionMotion Capture AnimationHuman Motion CaptureHuman MovementRoboticsCharacter AnimationMotion Analysis
Motion capture delivers highly detailed, stylized motion but lacks principled methods to generate responses to unexpected events such as impacts. This work proposes a technique that combines physics‑based simulation of contact forces with a search routine to re‑enter motion library playback, enabling characters to react realistically to unforeseen environmental changes. The system employs an actuated dynamic model to generate physics‑based responses and then selects the most plausible motion capture segment to resume playback, linking segments seamlessly. Experiments on martial‑arts motion capture data show that the method produces varied, realistic responses under different impact scenarios.
Human motion capture embeds rich detail and style which is difficult to generate with competing animation synthesis technologies. However, such recorded data requires principled means for creating responses in unpredicted situations, for example reactions immediately following impact. This paper introduces a novel technique for incorporating unexpected impacts into a motion capture-driven animation system through the combination of a physical simulation which responds to contact forces and a specialized search routine which determines the best plausible re-entry into motion library playback following the impact. Using an actuated dynamic model, our system generates a physics-based response while connecting motion capture segments. Our method allows characters to respond to unexpected changes in the environment based on the specific dynamic effects of a given contact while also taking advantage of the realistic movement made available through motion capture. We show the results of our system under various conditions and with varying responses using martial arts motion capture as a testbed.
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