Physically Based Motion Transformation
Zoran Popovic, Andrew Witkin
Proceedings of the 26th Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH)
Pages 11-20, 1999
It is difficult to create a system in which an animator may automatically
create character motion that is both realistic and controllable.
The goal is to use motion transformation instead of motion synthesis:
that is, the authors will start with a real human motion sequence and
transform this motion into a different kind of motion
One example is transforming
a real human running sequence into a running sequence with a limp that
appears realistic.
This paper presents a motion transformation algorithm for modifying character
animation sequences that preserves essential physical properties of the
motion. The algorithm consists of four main stages:
- Character simplification: Create an abstract character model
containing the minimal number of degrees of freedom necessary to capture the
essence of the input motion. Map the input motion onto the simplified model.
- Spacetime motion fitting: Find the spacetime optimization problem
whose solution closely matches the simplified character motion.
- Spacetime edit: Change spacetime motion parameters, introduce new
pose constraints, change the character kinematics, objective function, etc.
- Motion reconstruction: Remap the change in motion introduced by
the spacetime edit onto the original motion to produce the final animation.
The first two stages require substantial human intervention, while the last
two stages are fully automated and much faster than the first two stages.
Forward dynamics methods work well for animating realistic motion of rigid
objects [5] [4] [21] and
secondary motion of cloth [12] [6] by
accurately modeling the physics of each system.
However, character motion is controlled by complex mechanisms through an
intricate musculoskeletal structure, so forward dynamics cannot be easily used
to generate controllable, realistic character animations. Spacetime
constraints provide a useful framework however [33]
[9] [20] [28] for
generating realistic controllable character animations, but do not work well
on very complex models and are extremely sensitive to the starting position
of the character specified by the animator.
Robot controller design has also been applied to animation
[26] [32]
[31] [17]. After fine tuning, a
wide range of animations can be generated [26]
[19]. Motion can be generated from footsteps using
some simple physical properties [30]. A controller
transformation algorithm has been reported [18].
Motion capture editing techniques have been proposed [34]
[8] [15] [14]
[16] [27], but they ignore the dynamics of
the motion. For large changes in motion, ignoring the dynamics creates
undesirable unrealism in animations.
Biomechanists have studied similarities between vastly different locomotion
models [7], indicating ways in which locomotion can be
modeled with much fewer degrees of freedom than a full human model. The
optimality of motion has been studied both in nature
[1] [2]
[24] and in sports [22].
A variety of animations of human running and broad jumping were created using
motion transformation from a real human running sequence and a real human
broad jumping sequence. The results appeared realistic for variations of
human running. An extra component was needed for the limp run animations to
prevent the legs from colliding. A very simple hopper model was used to
create the broad jump animations, which still produced results that appear
realistic.
This paper is the first to solve the problem of editing captured motion that
takes dynamics into consideration. A wide variety of character models can be
handled by the algorithm described in this paper. A general way of
controlling motion of complex models with simpler ones is part of the
algorithm.
The methods of this paper work best for high-energy movement, but not for
slower motions like picking up an object or getting up from a chair. Also,
the motion fitting stage of the algorithm is largely manual. Model
simplifications performed during this stage restrict the types of motions
that can be generated, e.g. a waving gesture cannot be added to a human run
sequence if the waving arm were simplified into a single rigid body.
No comparison of the results to experiment or physics-based simulations are
made, so all judgments of results are based mainly on the overall appearance
of each animation. The computed animations are not physically realistic in
the sense that no dynamics computations are performed on the final animation.
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