Numerical recipes in C (2nd ed.): the art of scientific computing
Numerical recipes in C (2nd ed.): the art of scientific computing
Fourier principles for emotion-based human figure animation
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
GI '96 Proceedings of the conference on Graphics interface '96
Retargetting motion to new characters
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Computational modeling for the computer animation of legged figures
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
The EMOTE model for effort and shape
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive motion generation from examples
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive control of avatars animated with human motion data
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Motion capture assisted animation: texturing and synthesis
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Real Time Responsive Animation with Personality
IEEE Transactions on Visualization and Computer Graphics
Verbs and Adverbs: Multidimensional Motion Interpolation
IEEE Computer Graphics and Applications
Automated extraction and parameterization of motions in large data sets
ACM SIGGRAPH 2004 Papers
Methods for exploring expressive stance
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Learning physics-based motion style with nonlinear inverse optimization
ACM SIGGRAPH 2005 Papers
Style translation for human motion
ACM SIGGRAPH 2005 Papers
AER: aesthetic exploration and refinement for expressive character animation
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Dynamic Animation and Control Environment
GI '05 Proceedings of Graphics Interface 2005
GI '06 Proceedings of Graphics Interface 2006
Natural motion animation through constraining and deconstraining at will
IEEE Transactions on Visualization and Computer Graphics
Evaluating the effect of gesture and language on personality perception in conversational agents
IVA'10 Proceedings of the 10th international conference on Intelligent virtual agents
Don't scratch! self-adaptors reflect emotional stability
IVA'11 Proceedings of the 10th international conference on Intelligent virtual agents
Walk this way: a lightweight, data-driven walking synthesis algorithm
MIG'11 Proceedings of the 4th international conference on Motion in Games
Automating expressive locomotion generation
Transactions on Edutainment VII
Component-based locomotion composition
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Component-based locomotion composition
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Customizing by doing for responsive video game characters
International Journal of Human-Computer Studies
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Animation data, from motion capture or other sources, is becoming increasingly available and provides high quality motion, but is difficult to customize for the needs of a particular application. This is especially true when stylistic changes are needed, for example, to reflect a character's changing mood, differentiate one character from another or meet the precise desires of an animator. We introduce a system for editing animation data that is particularly well suited to making stylistic changes. Our approach transforms the joint angle representation of animation data into a set of pose parameters more suitable for editing. These motion drives include position data for the wrists, ankles and center of mass, as well as the rotation of the pelvis. We also extract correlations between drives and body movement, specifically between wrist position and the torso angles. The system solves for the pose at each frame based on the current values of these drives and correlations using an efficient set of inverse kinematics and balance algorithms. An animator can interactively edit the motion by performing linear operations on the motion drives or extracted correlations, or by layering additional correlations. We demonstrate the effectiveness of the approach with various examples of gesture and locomotion.