Integrating shape and pattern in mammalian models
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
ACM SIGGRAPH 2005 Papers
Physics-Based Animation of a Trotting Horse in a Virtual Environment
IV '05 Proceedings of the Ninth International Conference on Information Visualisation
Mesh puppetry: cascading optimization of mesh deformation with inverse kinematics
ACM SIGGRAPH 2007 papers
Real-time motion retargeting to highly varied user-created morphologies
ACM SIGGRAPH 2008 papers
Optimal gait and form for animal locomotion
ACM SIGGRAPH 2009 papers
Robust task-based control policies for physics-based characters
ACM SIGGRAPH Asia 2009 papers
Locomotion skills for simulated quadrupeds
ACM SIGGRAPH 2011 papers
Widget based automated rigging of bipedal character with custom manipulators
Proceedings of the 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry
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In this paper, a procedural model has been developed for synthesizing cyclic horse motion through trigonometric functions. The system has been developed and implemented using mathematical model derived from trigonometric cyclic equations, along with forward and inverse kinematics to produce absolute gait control over the locomotion of horse character. The dynamic motion is calculated independently for each body part with user interaction and control over the speed, frequency and oscillation during runtime, for high divergence control of the simulation. The user can manipulate the simulation parameters for motion speed, body oscillation, leg impact phases and duration at runtime and our system will automatically adjust the motion of horse and gait transition according to the user input. At preprocessing level a template based horse skeletal rig is generated automatically with Inverse Kinematics (IK) controllers for the spine, neck and all four legs. The head, tail, and feet's are controlled with Forward Kinematics (FK), along with scapula and sternum joints of the legs. Motion cycle is generated using the stance time and leg cycle time. Our procedural model for horse simulation can currently generate various gaits of motion with variable speed and body oscillation with controllable behavior and transition of gaits at runtime.