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Adapting motion capture data using weighted real-time inverse kinematics

Published: 01 January 2005 Publication History

Abstract

In this article we present a technique that enhances an inverse kinematics (IK) solver such that when the results are applied to a computer character, we can generate a level of individualization tailored to both the character and the environment, e.g., a walking motion can become "stiffer" or can be turned into a limping motion. Since the technique is based on an IK solver, we also have the desirable effect of solving retargetting issues when mapping motion data between characters. As the individualization aspect of our technique is very tightly coupled with the inverse kinematics solver, we can achieve both the individualization and retargetting of characters in real time.

Supplementary Material

JPG File (meredithikmocapbased_set1_simulatedlimpmotion.jpg)
JPG File (meredithikmocapbased_set1_simulatedwalkmotion.jpg)
JPG File (meredithikmocapbased_set2_simulatedlimpmotion.jpg)
JPG File (meredithikmocapbased_set2_simulatedwalkmotion.jpg)
Michael Meredith and Steve Maddock video (meredithikmocapbased_set1_simulatedlimpmotion.mp4)
Simulated limp motion set 1)
Michael Meredith and Steve Maddock video (meredithikmocapbased_set1_simulatedwalkmotion.mp4)
Simulated walk motion set 1)
Michael Meredith and Steve Maddock video (meredithikmocapbased_set2_simulatedlimpmotion.mp4)
Simulated limp motion set 2)
Michael Meredith and Steve Maddock video (meredithikmocapbased_set2_simulatedwalkmotion.mp4)
Simulated walk motion set 2)

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    Published In

    cover image Computers in Entertainment
    Computers in Entertainment   Volume 3, Issue 1
    Theoretical and Practical Computer Applications in Entertainment
    Jan-March 2005
    93 pages
    EISSN:1544-3574
    DOI:10.1145/1057270
    Issue’s Table of Contents

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 01 January 2005
    Published in CIE Volume 3, Issue 1

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    Author Tags

    1. animation
    2. games
    3. inverse kinematics
    4. motion capture data
    5. software

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