Style-based inverse kinematics
ACM SIGGRAPH 2004 Papers
Synthesizing animations of human manipulation tasks
ACM SIGGRAPH 2004 Papers
Methods for exploring expressive stance
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Interactive motion deformation with prioritized constraints
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Reducing blendshape interference by selected motion attenuation
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Performance animation from low-dimensional control signals
ACM SIGGRAPH 2005 Papers
As-rigid-as-possible shape manipulation
ACM SIGGRAPH 2005 Papers
Spatial keyframing for performance-driven animation
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Animation planning for virtual characters cooperation
ACM Transactions on Graphics (TOG)
Methods for exploring expressive stance
Graphical Models - Special issue on SCA 2004
Interactive motion deformation with prioritized constraints
Graphical Models - Special issue on SCA 2004
Human-scale haptic interaction with a reactive virtual human in a real-time physics simulator
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Computational studies of human motion: part 1, tracking and motion synthesis
Foundations and Trends® in Computer Graphics and Vision
Human scale haptic interaction with a reactive virtual human in a realtime physics simulator
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Spatial keyframing for performance-driven animation
ACM SIGGRAPH 2006 Courses
Mesh puppetry: cascading optimization of mesh deformation with inverse kinematics
ACM SIGGRAPH 2007 papers
Spatial keyframing for performance-driven animation
ACM SIGGRAPH 2007 courses
Supervision and motion planning for a mobile manipulator interacting with humans
Proceedings of the 3rd ACM/IEEE international conference on Human robot interaction
Animation planning for virtual characters cooperation
ACM SIGGRAPH 2008 classes
Inverse Kinematics Using Sequential Monte Carlo Methods
AMDO '08 Proceedings of the 5th international conference on Articulated Motion and Deformable Objects
From Motion Capture to Real-Time Character Animation
Motion in Games
Whole-Body Locomotion, Manipulation and Reaching for Humanoids
Motion in Games
A new paradigm of humanoid robot motion programming based on touch interpretation
Robotics and Autonomous Systems
Interactive editing of motion style using drives and correlations
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Real-Time Character Control for Wrestling Games
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
ICRA'09 Proceedings of the 2009 IEEE international conference on Robotics and Automation
Online segmentation and clustering from continuous observation of whole body motions
IEEE Transactions on Robotics
Comparative study of representations for segmentation of whole body human motion data
IROS'09 Proceedings of the 2009 IEEE/RSJ international conference on Intelligent robots and systems
Associating and reshaping of whole body motions for object manipulation
IROS'09 Proceedings of the 2009 IEEE/RSJ international conference on Intelligent robots and systems
Simultaneous tracking and balancing of humanoid robots for imitating human motion capture data
IROS'09 Proceedings of the 2009 IEEE/RSJ international conference on Intelligent robots and systems
Editing dynamic human motions via momentum and force
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
A sketching interface for sitting-pose design
Proceedings of the Seventh Sketch-Based Interfaces and Modeling Symposium
Human motion reconstruction from force sensors
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
FABRIK: A fast, iterative solver for the Inverse Kinematics problem
Graphical Models
International Journal of Robotics Research
Structure Preserving Manipulation and Interpolation for Multi-element 2D Shapes
Computer Graphics Forum
A new trajectory deformation algorithm based on affine transformations
IJCAI'13 Proceedings of the Twenty-Third international joint conference on Artificial Intelligence
FORK-1S: interactive compliant mechanisms with parallel state computation
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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This paper presents a computational technique for creating whole-body motions of human and animal characters without reference motion. Our work enables animators to generate a natural motion by dragging a link to an arbitrary position with any number of links pinned in the global frame, as well as other constraints such as desired joint angles and joint motion ranges. The method leads to an intuitive pin-and-drag interface where the user can generate whole-body motions by simply switching on or off or strengthening or weakening the constraints. This work is based on a new interactive inverse kinematics technique that allows more flexible attachment of pins and various types of constraints. Editing or retargeting captured motion requires only a small modification to the original method, although it can also create natural motions from scratch. We demonstrate the usefulness and advantage of our method with a number of example motion clips.