Introduction
This paper provides a method to make locomotion animation using riding motion, which is synthesized by computer simulation. Our locomotion system uses riding motion to avoid collision between objects instead of traditional obstacle avoidance. The two-dimensional locomotion using obstacle avoidance has a problem in that positions that the agent move is limited if the number of agents is large. In game or film, user or artist should throw up natural movement to locate agents in the specific area to avoid obstacle. The major strengths of the algorithm is fast calculation and natural locomotion motion, the weakness is that the algorithm is not applied to various creatures
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Park, S.I., Shin, H.J., Shin, S.: On-line locomotion generation based on motion blending. In: Proceedings of ACM SIGGRAPH Symposium on Computer Animation 2002, pp. 105–111 (2002)
Kwon, T., Shin, S.Y.: Motion modeling for on-line locomotion synthesis. In: Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation, Los Angeles, California, July 29-31 (2005)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2009 Springer-Verlag Berlin Heidelberg
About this paper
Cite this paper
Chang, S.J., Choi, B.T. (2009). Locomotion Animation by Using Riding Motion. In: Ruttkay, Z., Kipp, M., Nijholt, A., Vilhjálmsson, H.H. (eds) Intelligent Virtual Agents. IVA 2009. Lecture Notes in Computer Science(), vol 5773. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-04380-2_56
Download citation
DOI: https://doi.org/10.1007/978-3-642-04380-2_56
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-04379-6
Online ISBN: 978-3-642-04380-2
eBook Packages: Computer ScienceComputer Science (R0)