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Animating reactive motion using
momentum-based inverse kinematics
CASA 2005
Animating reactive motion using
momentum-based inverse kinematics
Taku Komura S.L. Ho W.H. Lau
Department of Computer ScienceCity University of Hong Kong
Outline
○Introduction
○Generating Reactive Motions
○Results and Discussion
Introduction
○ Motion capture data has become a popular and an effective means of animating human figures.• Due to the quality and realism of the result.
○ The synthesis of motion capture data is a challenging research problem.• Only a limited number of methods consider
reactive motions.
Introduction
○ Interactive generation of reactive motions are very important to many applications.• Computer games
○ A new method to generate reactive motions for arbitrary external perturbations• Pushing, pulling, or hitting vs.
standing, walking, or running
Motion Database
○ Basic standing, walking, and running• Primary motion
○ Pushed/pulled from eight different directions• Front, side, front-side, and back-side
Outline
○Introduction
○Generating Reactive Motions
○Results and Discussion
Generating Reactive Motions
○ Step 1: Adding impact• The user specifies the position, amplitude
and direction.
○ Step 2: Motion search• The one minimized the criteria is chosen.
○ Step 3: Editing found motion• According to the strength of the perturbation
○ Step 4: Generating final motion• Momentum-based IK
Step 1: Adding impact
○ The amount of impact, is calculated by subtracting the linear momentum of the body before the impact from that after the impact.
○
p: the position of the impactxg: the position of COM
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LxpM g )(
Step 2: Motion Search
○ The reactive motion which includes a frame that minimizes the following criteria will be selected from the database.
○ It is much simpler than the one used by other graph-based motion stochastic methods.
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Step 3: Editing found motion
○ The positions of the foot steps must be changed according to the amplitude and direction of the impact.
○ The velocity of the body is linearly dependent on the displacement of the landing foot onto the ground.
AAstep
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Step 3: Editing found motion
○ Blends the angular momentum.
○ Let the difference at the moment blending starts be .
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Step 4: Generating final motion
○ Once the reactive motion is chosen and edited, this motion will be blended into the primary motion using momentum-based IK.
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Outline
○Introduction
○Generating Reactive Motions
○Results and Discussion
Results
Discussion
○ Foot sliding can easily happen if the primary motion and the reactive motion is simply interpolated.
○ The momentum-based constraints help keep the motion realistic even after editing the motion or adding new constraints.
○ The criteria to select the motion in the database is much simpler than previous methods such as in Lee et al., the computation time is much shorter.
○ But for offline process, such as Motion Graph, there is no doubt works better.
END