Natural Motion Animation through Constraining and Deconstraining at Will

Natural Motion Animation through Constraining and Deconstraining at Will
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DOI:
10.1109/tvcg.2003.1207443
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发表时间:
2003-07
期刊:
IEEE Trans. Vis. Comput. Graph.
影响因子:
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通讯作者:
K. Yamane;Yoshihiko Nakamura
K. Yamane;Yoshihiko Nakamura
中科院分区:
其他
文献类型:
--
作者:
K. Yamane;Yoshihiko Nakamura

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本文提出了一种无参考运动的人体和动物角色全身运动的计算方法。我们的工作使动画师能够通过将链接拖动到任意位置,并将任意数量的链接固定在全局帧中,以及所需的关节角度和关节运动范围等其他约束来生成自然运动。该方法产生了直观的定位和拖拽界面,其中用户可以通过简单地打开或关闭或加强或削弱约束来产生全身运动。这项工作基于一种新的交互式反向运动学技术,该技术允许更灵活地连接销和各种类型的约束。编辑或重定目标捕获的运动只需要对原始方法进行很小的修改,尽管它也可以从头开始创建自然运动。我们以大量的运动片段为例说明了该方法的有效性和优越性。
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.