16 research outputs found

    Motion Pattern Encapsulation for Data-Driven Constraint-Based Motion Editing

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    The growth of motion capture systems have contributed to the proliferation of human motion database, mainly because human motion is important in many applications, ranging from games entertainment and films to sports and medicine. However, the captured motions normally attend specific needs. As an effort for adapting and reusing captured human motions in new tasks and environments and improving the animator’s work, we present and discuss a new data-driven constraint-based animation system for interactive human motion editing. This method offers the compelling advantage that it provides faster deformations and more natural-looking motion results compared to goal-directed constraint-based methods found in the literature

    Interactive motion deformation with prioritized constraints

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    In this paper, we present an interactive motion deformation method to modify animations so that they satisfy a set of prioritized constraints. Our approach successfully handles the problem of retargeting and adjusting a motion, as well as adding significant changes to preexisting animations. We introduce the concept of prioritized constraints for motion editing by exploiting an arbitrary large number of priority-layers. Each frame is individually and smoothly adjusted to enforce a set of prioritized constraints. The iterative construction of the solution channels the convergence through intermediate solutions, enforcing the highest prioritized constraints first. In addition, we propose a new, simple formulation to control the position of the center of mass so that the resulting motions are physically plausible. Finally, we demonstrate that our method can address a wide range of motion editing problems. [All rights reserved Elsevier

    Challenges in exploiting prioritized inverse kinematics for motion capture and postural control

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    In this paper we explore the potential of prioritized inverse kinematics for motion capture and postural control. We have two goals in mind: reducing the number of sensors to improve the usability of such systems, and allowing interactions with the environment such as manipulating objects or managing collisions on the fly. To do so, we enforce some general constraints such as balance or others that we can infer from the intended movement structure. On one hand we may loose part of the expressiveness of the original movement but this is the price to pay to ensure more precise interactions with the environmen
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