2 research outputs found

    Splicing of concurrent upper-body motion spaces with locomotion

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    In this paper, we present a motion splicing technique for generating concurrent upper-body actions occurring simultaneously with the evolution of a lower-body locomotion sequence. Specifically, we show that a layered interpolation motion model generates upper-body poses while assigning different actions to each upper-body part. Hence, in the proposed motion splicing approach, it is possible to increase the number of generated motions as well as the number of desired actions that can be performed by virtual characters. Additionally, we propose an iterative motion blending solution, inverse pseudo-blending, to maintain a smooth and natural interaction between the virtual character and the virtual environment; inverse pseudo-blending is a constraint-based motion editing technique that blends the motions enclosed in a tetrahedron by minimising the distances between the end-effector positions of the actual and blended motions. Additionally, to evaluate the proposed solution, we implemented an example-based application for interactive motion splicing based on specified constraints. Finally, the generated results show that the proposed solution can be beneficially applied to interactive applications where concurrent actions of the upper-body are desired

    Combined Partial Motion Clips

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    We present a motion editing method for articulated figures using Combined Partial Motion Clips (CPMCs). CPMCs contain detailed motion information for some parts of the articulated figure. They can be used to edit base motions in such a way that the parts that are not defined in detail will still be affected thereby emulating the correlation that exists naturally between joint movements. This is achieved through the inclusion of equations in the CPMC that capture the effects of the detailed motion on other degrees of freedom of the articulated figure
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