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Hierarchical Motion Editing for Human Characters

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Uploaded by on Apr 29, 2008

Jehee Lee and Sung Yong Shin

Recently, capturing live motion has become one of the most promising technologies in character animation because the naturalness of live performers can be easily duplicated in a virtual world. Much of the recent research in computer animation has been devoted to developing various kinds of editing tools to produce convincing animation from canned motion clips. Although recent progress in motion capture technology has made it relatively easy to obtain high-quality motion, reusing the data is hard because the motion was acquired for a specific performer, within a specific environment, and in a specific context.

Modifying and varying existing motions is often formulated as an optimization problem in which desired features of the target motion -- for example, foothold and handhold positions when climbing the ladder -- are identified as constraints. Previous approaches cast this problem as a very large non-linear optimization that is cumbersome to handle. Instead, we decoupled the problem into manageable subproblems, each of which can be solved very efficiently using hierarchical displacement mapping and a fast, specialized inverse kinematics solver. The inverse kinematics solver allow the character's pose at each frame to be adjusted to meet given constraints. Hierarchical displacement mapping allows the resulting poses to be interpolated smoothly and accurately. This technique can be used for interactive motion editing and adapting motion to compensate for geometric variations in characters and environments.

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Science & Technology

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Standard YouTube License

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All Comments (4)

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  • which had a name for the program ?

  • The neat thing is how "easy" this kind of motion capture modification is: each end effector in the rig has its own relative position that you can modify and then the program will take the modification and lerp to it from previous frames (within a range) and from it to future frames (within a range).

    In that way the constraints and IK will account for the changes over time without breaking the fluidity or naturalness of the animation.

  • 피직스 리액티브 모션 검색하다가 와서 봤는데 인터레스팅 하네요. 멋져요 :)

  • Amazing

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