Character Animation
"Movement is the essence of animation."
- The Technique of Film Animation, J. Halas and R. Manvell
Creating motion for human-like characters
is an interesting and important problem. Despite
the versatility of human movement, two types of behaviors are essential:
locomotion (moving around in an environment) and manipulation (using hands
and arms to manipulate objects).
Locomotion
For locomotion, obstacles in the environment
can often be tightly bounded by prisms perpendicular to the floor. We can
exploit this fact and project the three-dimensional geometry of the environment
and the character to a two-dimensional plane. A trajectory in the plane
is then computed and tracked by a controller. We have used this idea in
the Human Figure
Animation Project to control the behavior of a stick figure whose motion
is generated by interpolating motion capture data. The combination of motion
planning and motion capture techniques renders motion that is both versatile
and realistic for character animation.
Manipulating Ojbects
Manipulating objects with hands and arms is a difficult task.
Due to the complex geometric interaction of the character with the
environment,
keyframe interpolation, which requires lots of user intervention, is too
tedious. More advanced methods such as dynamic simulation and space-time
constraints are not applicable. In contrast, motion planners are a perfect
candidate for this task. It creates collision-free motion with little user
intervention and easily handles task-level commands such as "pick up the
apple''.
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| Geometric
model of the character made available by Seamless Solutions, Inc. |
The emergence of fast randomized motion planners
has allowed the motion to be computed at interactive rates. The movie and
the images above demonstrate a sequence of movements generated by our motion
planner. We specify only three configurations for the arm: the initial configiration,
the grasp configuration, and the final goal. The motion planner then automatically
generates the collision-free motion without furthur human intervention.
Unfortunately animation generated solely by motion planners often looks
``stiff'' as the movie clip shows, because motion planners typically
operate on simplified models of characters that capture the
the functional, but not the aesthetic aspect of movement.
A fruitful approach, we believe, is to build a realistic
motion model from captured data through machine learning and then
synthesize novel motion through motion planning. We are working on techniques
to combine model-driven motion planning and data-driven
motion capture to create versatile and realistic animation.
Acknowledgement
This research has been supported partically by ARO MURI grant DAAH04-96-1-007
and a Microsoft Graduate Fellowship. We thank Seamless Solutions, Inc. for
making available the character model used in the animation.
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