Motion editing with spacetime constraints
Proceedings of the 1997 symposium on Interactive 3D graphics
Retargetting motion to new characters
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
A hierarchical approach to interactive motion editing for human-like figures
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
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Footskate cleanup for motion capture editing
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SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
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SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
A physically-based motion retargeting filter
ACM Transactions on Graphics (TOG)
Adaptation of performed ballistic motion
ACM Transactions on Graphics (TOG)
Dynamic response for motion capture animation
ACM SIGGRAPH 2005 Papers
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
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Constraint-based motion optimization using a statistical dynamic model
ACM SIGGRAPH 2007 papers
Mkm: A global framework for animating humans in virtual reality applications
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IEEE Computer Graphics and Applications
Natural motion animation through constraining and deconstraining at will
IEEE Transactions on Visualization and Computer Graphics
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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 can 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 can 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.