From Motion Capture to Real-Time Character Animation

被引:0
|
作者
Multon, Franck [1 ,2 ]
Kulpa, Richard [1 ]
Hoyet, Ludovic [2 ]
Komura, Taku [3 ]
机构
[1] Univ Rennes 2, M2S, Ave Charles Tillon CS 24414, F-35044 Rennes, France
[2] Inst Rech Informat & Syst Aleatoires, Bunraku, F-35042 Rennes, France
[3] Univ Edinburgh, IPAB JCMB, Edinburgh EH9 3JZ, Midlothian, Scotland
关键词
Virtual human; real-time animation; kinematics; dynamics;
D O I
暂无
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
This paper describes a framework for animating virtual characters in real-time environments thanks to motion capture data. In this paper, we mainly focus on the adaptation of motion capture data to the virtual skeleton and to its environment. To speed-up this real-time process we introduce a morphology-independent representation of motion. Based on this representation, we have redesigned the methods for inverse kinematics and kinetics so that our method call adapt the motion thanks to spacetime constraints, including a control of the center of mass position. If the resulting motion doesn't satisfy general mechanical laws (such as maintaining the angular momentum constant during aerial phases) the current pose is corrected. External additional forces call also be considered in the dynamic correction module so that the character automatically bend his hips when pushing heavy objects, for example. All this process is performed in real-time.
引用
收藏
页码:72 / +
页数:3
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