2008 · 43 citations · 24 references
ComputingVisualizationComputer GraphicsMotion GraphicsMotion PlanningAnimationCharacter AnimationCharacter ModelingInteractive AnimationKinematic ModelingMotion CaptureInverse Differential KinematicsMotion RetargetingMotion SynthesisPose-to-pose AnimationReal-time Character AnimationReal-time Motion CaptureSkeletal Animation RetargetingSkeleton-based Animation
Character animation in video games---whether manually keyframed or motion captured---has traditionally relied on codifying skeletons early in a game's development, and creating animations rigidly tied to these fixed skeleton morphologies. This paper introduces a novel system for animating characters whose morphologies are unknown at the time the animation is created. Our authoring tool allows animators to describe motion using familiar posing and key-framing methods. The system records the data in a morphology-independent form, preserving both the animation's structural relationships and its stylistic information. At runtime, the generalized data are applied to specific characters to yield pose goals that are supplied to a robust and efficient inverse kinematics solver. This system allows us to animate characters with highly varying skeleton morphologies that did not exist when the animation was authored, and, indeed, may be radically different than anything the original animator envisioned.
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Retargetting motion to new characters
Michael Gleicher · 1998 · 846 citations
Style-based inverse kinematics
Keith Grochow, Steven Martin, Aaron Hertzmann et al. · ACM Transactions on Graphics · 2004 · 647 citations
Principles of traditional animation applied to 3D computer animation
John Lasseter · 1987 · 622 citations · Full text
Arts, Visualization, 3D Modeling +12