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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Published in | Proceedings Computer Graphics International, 2004 pp. 156 - 159 |
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Main Authors | , , , |
Format | Conference Proceeding |
Language | English |
Published |
Los Alamitos CA
IEEE
2004
IEEE Computer Society |
Subjects | |
Online Access | Get full text |
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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 |
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ISBN: | 9780769521718 0769521711 |
ISSN: | 1530-1052 1558-3880 |
DOI: | 10.1109/CGI.2004.1309206 |