Online real-time locomotive motion transformation based on biomechanical observations

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In the paper, we present an online real-time method for automatically transforming a basic locomotive motion to a desired motion of the same type, based on biomechanical results. Given an online request for a motion of a certain type with desired moving speed and turning angle, our method first extracts a basic motion of the same type from a motion graph, and then transforms it to achieve the desired moving speed and turning angle by exploiting the following biomechanical observations: contact-driven center-of-mass control, anticipatory reorientation of upper body segments, moving speed adjustment, and whole-body leaning. Exploiting these observations, we propose a simple but effective method to add physical and behavioral naturalness to the resulting locomotive motions without preprocessing. Through experiments, we show that our method enables a character to respond agilely to online user commands while efficiently generating walking, jogging, and running motions with a compact motion library. Our method can also deal with certain dynamical motions such as forward roll. Copyright (C) 2016 John Wiley Sons, Ltd.
Publisher
WILEY-BLACKWELL
Issue Date
2016-05
Language
English
Article Type
Article; Proceedings Paper
Keywords

CURVED PATHS; WALKING; HEAD

Citation

COMPUTER ANIMATION AND VIRTUAL WORLDS, v.27, no.3-4, pp.378 - 384

ISSN
1546-4261
DOI
10.1002/cav.1708
URI
http://hdl.handle.net/10203/213822
Appears in Collection
GCT-Journal Papers(저널논문)CS-Journal Papers(저널논문)
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