Motion cues for illustration of skeletal motion capture data
Proceedings of the 5th international symposium on Non-photorealistic animation and rendering
Adaptive Body, Motion and Cloth
Motion in Games
Motion Modeling: Can We Get Rid of Motion Capture?
Motion in Games
Motion Pattern Encapsulation for Data-Driven Constraint-Based Motion Editing
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
Perceptual evaluation of footskate cleanup
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Automating expressive locomotion generation
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A common problem in virtual character computer animation concerns the preservation of the basic foot-floor constraint (or footplant), consisting in detecting it before enforcing it. This paper describes a system capable of generating motion while continuously preserving the footplants for a real-time, dynamically evolving context. This system introduces a constraint detection method that improves classical techniques by adaptively selecting threshold values according to motion type and quality. The footplants are then enforced using a numerical inverse kinematics solver. As opposed to previous approaches, we define the footplant by attaching to it two effectors whose position at the beginning of the constraint can be modified, in order to place the foot on the ground, for example. However, the corrected posture at the constraint beginning is needed before it starts to ensure smoothness between the unconstrained and constrained states. We, therefore, present a new approach based on motion anticipation, which computes animation postures in advance, according to time-evolving motion parameters, such as locomotion speed and type. We illustrate our on-line approach with continuously modified locomotion patterns, and demonstrate its ability to correct motion artifacts, such as foot sliding, to change the constraint position and to modify from a straight to a curved walk motion.