Abstract
In this paper, we propose a new method for simulating reactive motions for motion capture animation. The goal is to generate realistic behaviors under unexpected external forces. A set of techniques are introduced to select a motion capture sequence which follows an impact, and then synthesize a believable transition to this found clip for character interaction. Utilizing a parallel simulation, our method is able to predict a character’s motion trajectory under dynamics, which ensures that the character moves towards the target sequence and makes the character’s behavior more life-like. In addition, the mechanism of parallel simulation with different time steps is flexible for simulation of multiple contacts in a series when multiple searches are necessary. Our controller is designed to generate physically plausible motion following an upcoming motion with adjustment from biomechanics rules, which is a key to avoid an unconscious look for a character during the transition.
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© 2006 Springer-Verlag Berlin Heidelberg
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Tang, B., Pan, Z., Zheng, L., Zhang, M. (2006). Simulating Reactive Motions for Motion Capture Animation. In: Nishita, T., Peng, Q., Seidel, HP. (eds) Advances in Computer Graphics. CGI 2006. Lecture Notes in Computer Science, vol 4035. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11784203_48
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DOI: https://doi.org/10.1007/11784203_48
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-35638-7
Online ISBN: 978-3-540-35639-4
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