Motion blending for real-time animation while accounting for the environment

Using motion capture systems to animate humanlike figures still remains difficult when the movements are complex or need to be adapted to geometric constraints. We propose a new method to blend several captured movements while adapting the trajectories to new skeletons and to unknown environments. F...

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Bibliographic Details
Published inProceedings Computer Graphics International, 2004 pp. 156 - 159
Main Authors Menardais, S., Multon, F., Kulpa, R., Arnaldi, B.
Format Conference Proceeding
LanguageEnglish
Published Los Alamitos CA IEEE 2004
IEEE Computer Society
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Summary:Using motion capture systems to animate humanlike figures still remains difficult when the movements are complex or need to be adapted to geometric constraints. We propose a new method to blend several captured movements while adapting the trajectories to new skeletons and to unknown environments. For each body part (considered as resources), a priority is defined for each movement (considered as consumers). The trajectories applied to the skeleton consist of a weighted sum of the motions trajectories. A new technique to compute the weights is proposed. Finally, the system adapts the resulting trajectories to the synthetic skeleton and to the environment. The results enabled to animate up to one hundred actors in interactive environments
ISBN:9780769521718
0769521711
ISSN:1530-1052
1558-3880
DOI:10.1109/CGI.2004.1309206