Abstract
This paper presents a novel, parameteric framework for synthesizing new character motions from existing motion capture data. Our framework call conduct morphological adaptation as well as kinematic and physically-based corrections. All these solvers are organized in layers in order to be easily combined together. Given locomotion as all example, the system automatically adapts the motion data to the size of the synthetic figure and to its environment, the character will correctly step over complex ground shapes and counteract with external forces applied to the body. Our framework is based on a frame-based solver. This ensures animating hundreds of humanoids with different morphologies in real-time. It is particularly suitable for interactive applications such as video games and virtual reality where a user interacts in all unpredictable way. Copyright (C) 2009 John Wiley & Sons, Ltd.
Original language | English |
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Pages (from-to) | 491-500 |
Journal | Computer Animation and Virtual Worlds |
Volume | 20 |
Issue number | 5-6 |
DOIs | |
Publication status | Published - 2009 |
Funding
This paper was partially funded by the EGIDE Alliance program (project "VirtualSPortsTrainer").
Research Keywords
- virtual human
- real-time animation
- kinematics
- dynamics
- real-time controller design
- INVERSE
- LOCOMOTION
- DYNAMICS
- COMPLEX
- FILTER