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Conference Paper: From motion capture to real-time character animation

TitleFrom motion capture to real-time character animation
Authors
KeywordsKinematics
Virtual human
Dynamics
Real-time animation
Issue Date2008
PublisherSpringer.
Citation
First International Workshop on Motion in Games (MIG 2008), Utrecht, The Netherlands, 14-17 June 2008. In Motion in Games, 2008, p. 72-81 How to Cite?
AbstractThis paper describes a framework for animating virtual characters in real-time environments thanks to motion capture data. In this paper, we mainly focus on the adaptation of motion capture data to the virtual skeleton and to its environment. To speed-up this real-time process we introduce a morphology-independent representation of motion. Based on this representation, we have redesigned the methods for inverse kinematics and kinetics so that our method can adapt the motion thanks to spacetime constraints, including a control of the center of mass position. If the resulting motion doesn't satisfy general mechanical laws (such as maintaining the angular momentum constant during aerial phases) the current pose is corrected. External additional forces can also be considered in the dynamic correction module so that the character automatically bend his hips when pushing heavy objects, for example. All this process is performed in real-time. © 2008 Springer Berlin Heidelberg.
Persistent Identifierhttp://hdl.handle.net/10722/288977
ISBN
ISSN
2023 SCImago Journal Rankings: 0.606
Series/Report no.Lecture Notes in Computer Science ; 5277

 

DC FieldValueLanguage
dc.contributor.authorMulton, Franck-
dc.contributor.authorKulpa, Richard-
dc.contributor.authorHoyet, Ludovic-
dc.contributor.authorKomura, Taku-
dc.date.accessioned2020-10-12T08:06:22Z-
dc.date.available2020-10-12T08:06:22Z-
dc.date.issued2008-
dc.identifier.citationFirst International Workshop on Motion in Games (MIG 2008), Utrecht, The Netherlands, 14-17 June 2008. In Motion in Games, 2008, p. 72-81-
dc.identifier.isbn9783540892199-
dc.identifier.issn0302-9743-
dc.identifier.urihttp://hdl.handle.net/10722/288977-
dc.description.abstractThis paper describes a framework for animating virtual characters in real-time environments thanks to motion capture data. In this paper, we mainly focus on the adaptation of motion capture data to the virtual skeleton and to its environment. To speed-up this real-time process we introduce a morphology-independent representation of motion. Based on this representation, we have redesigned the methods for inverse kinematics and kinetics so that our method can adapt the motion thanks to spacetime constraints, including a control of the center of mass position. If the resulting motion doesn't satisfy general mechanical laws (such as maintaining the angular momentum constant during aerial phases) the current pose is corrected. External additional forces can also be considered in the dynamic correction module so that the character automatically bend his hips when pushing heavy objects, for example. All this process is performed in real-time. © 2008 Springer Berlin Heidelberg.-
dc.languageeng-
dc.publisherSpringer.-
dc.relation.ispartofMotion in Games-
dc.relation.ispartofseriesLecture Notes in Computer Science ; 5277-
dc.subjectKinematics-
dc.subjectVirtual human-
dc.subjectDynamics-
dc.subjectReal-time animation-
dc.titleFrom motion capture to real-time character animation-
dc.typeConference_Paper-
dc.description.naturelink_to_subscribed_fulltext-
dc.identifier.doi10.1007/978-3-540-89220-5-8-
dc.identifier.scopuseid_2-s2.0-58049089327-
dc.identifier.spage72-
dc.identifier.epage81-
dc.identifier.eissn1611-3349-
dc.publisher.placeBerlin-
dc.identifier.issnl0302-9743-

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