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World space torques for character animation under simulation
Abstract
This sketch describes a novel insight for combining mocap with
simulation in real-time. We demonstrate that promoting joint target
angles to world space produces stable playback of motion capture in
the presence of dynamic constraints and continuous physical simu-
lation. We report that motor gains in world space are more stable
and require less manual tuning than in parent space. Our approach
also provides physically plausible motion blending due to simula-
tion torque limits. We demonstrate a boxing video game, similar
to [Zordan and Hodgins 2002], in which the fighters realistically
stagger under the impact of attacks while performing captured ani-
mations.
BibTex
@inproceedings{wrotek06worldspace,
author = {Pawel Wrotek and Odest Chadwicke Jenkins and Morgan Mc{G}uire},
title = {World space servoing for character animation under simulation},
booktitle = {SIGGRAPH '06: ACM SIGGRAPH 2006 Sketches},
year = {2006},
isbn = {1-59593-364-6},
pages = {30},
location = {Boston, Massachusetts},
doi = {http://doi.acm.org/10.1145/1179849.1179887},
publisher = {ACM},
address = {New York, NY, USA},
}
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