Principles of traditional animation applied to 3D computer animation
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Interactive control for physically-based animation
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Robot Dynamics Algorithm
A Visual Programming Model for User Interface Animation
VL '97 Proceedings of the 1997 IEEE Symposium on Visual Languages (VL '97)
A sketching interface for articulated figure animation
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
A constraint-based god-object method for haptic display
IROS '95 Proceedings of the International Conference on Intelligent Robots and Systems-Volume 3 - Volume 3
Six-degree-of-freedom haptic rendering using incremental and localized computations
Presence: Teleoperators and Virtual Environments
Motion doodles: an interface for sketching character motion
ACM SIGGRAPH 2004 Papers
Physics-based Animation (Graphics Series)
Physics-based Animation (Graphics Series)
Adaptive dynamics of articulated bodies
ACM SIGGRAPH 2005 Papers
Dynamic Interactions in Physically Realistic Collaborative Virtual Environments
IEEE Transactions on Visualization and Computer Graphics
Pen-to-mime: a pen-based interface for interactive control of a human figure
SBM'04 Proceedings of the First Eurographics conference on Sketch-Based Interfaces and Modeling
An immersive game using a new interface: the well-tep
Edutainment'07 Proceedings of the 2nd international conference on Technologies for e-learning and digital entertainment
Cell phone puppets: turning mobile phones into performing objects
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Hi-index | 0.00 |
In interactive computer games and computer animation, intuitively controlling the motion of an articulated character is considered as a difficult task. One of the reasons is that, typically, an articulated model used in the field has a high degree-of-freedom (DOF) for joints so that it is challenging to devise an easy-to-use interface to control the individual DOF. In this paper, as an alternative to existing techniques for controlling articulated characters, we propose the traditional marionette control [1] as natural interfaces to control the characters, and explain how to implement a virtual marionette based on physically-based modelling and haptic paradigm. Using our virtual marionette system, we can rapidly but easily create sophisticated motions for a high-DOF articulated character. Moreover, our system relies on haptic interfaces to model the behavior of real-world marionette controls and provides to the puppeteer responsive forces as a result of the created motions. This results in the puppeteer having a better sense of control over the marionette that she or he manipulates. Our experimentations show that our system can create reasonably complicated motions for articulated characters in an easy and quick manner at highly interactive rates.