Simulating humans: computer graphics animation and control
Simulating humans: computer graphics animation and control
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
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
Improv: a system for scripting interactive actors in virtual worlds
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Emotional posturing: a method towards achieving emotional figure animation
CA '97 Proceedings of the Computer Animation
Adapting motion capture data using weighted real-time inverse kinematics
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Assisted animated production creation and programme generation
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
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This paper presents a reusable model for rapid animation of the walkcycle of virtual biped characters, with implicit retargeting of motion capture to any character, regardless of dimensions. Despite modern software continuously improving the quality of automatic assistance, the process of animating a biped character still requires substantial manual intervention. Our research contributes to this field by creating a theoretical model for emotional character walking, defining a series of proportional variables which can be changed to create different emotional walk cycles. We used motion capture data to assign real-world values to these variables, which are then used to procedurally create 'emotional' walk cycles. Due to the fact that we avoid fixed values and work solely with proportions, the system implicitly retargets the data to any biped body shape, regardless of the size and structure of the skeleton.