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ABSTRACT
In this paper we present a general method for rapid prototyping of realistic character motion. We solve for the natural motion from a simple animation provided by the animator. Our framework can be used to produce relatively complex realistic motion with little user effort.We describe a novel constraint detection method that automatically determines different constraints on the character by analyzing the input motion. We show that realistic motion can be achieved by enforcing a small set of linear and angular momentum constraints. This simplified approach helps us avoid the complexities of computing muscle forces. Simpler dynamic constraints also allow us to generate animations of models with greater complexity, performing more intricate motions. Finally, we show that by learning a small set of key parameters that describe a character pose we can help a non-skilled animator rapidly create realistic character motion.
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CITED BY 39
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James Davis , Maneesh Agrawala , Erika Chuang , Zoran Popović , David Salesin, A sketching interface for articulated figure animation, Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation, July 26-27, 2003, San Diego, California
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David A. Forsyth , Okan Arikan , Leslie Ikemoto , James O'Brien , Deva Ramanan, Computational studies of human motion: part 1, tracking and motion synthesis, Foundations and Trends® in Computer Graphics and Vision, v.1 n.2, p.77-254, July 2006
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James Davis , Maneesh Agrawala , Erika Chuang , Zoran Popović , David Salesin, A sketching interface for articulated figure animation, ACM SIGGRAPH 2006 Courses, July 30-August 03, 2006, Boston, Massachusetts
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James Davis , Maneesh Agrawala , Erika Chuang , Zoran Popović , David Salesin, A sketching interface for articulated figure animation, ACM SIGGRAPH 2007 courses, August 05-09, 2007, San Diego, California
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