Motion Control

With the increased use of motion captured data for character animation the need for editing such data arises. Participants in this research area try to find new ways to combine partial motions (e.g. throwing) with full body motions (e.g. walking) effectively. The resulting motion has to look natural and has to retain the original characteristics of the input motions.

Since motion capture data is used, it is necessary to convert it to joint angles usable for animating an articulated figure.

In the figure below, the top row shows a newly generated sequence of frames for a person throwing while walking. It is generated through the combination of the person's walking motion (middle row) and a throwing motion (lower row). Where the throwing motion is actually extracted from another person's throwing motion while walking.
Participants: Nadia Al-Ghreimil, James K. Hahn

This research presents procedural methods to solve the problems of physically based modeling. We called it physically based procedural methods. Unlike previous procedural methods, physically based procedural methods formulate equations of motions mainly based on physical quantities and physical meanings. Therefore, the motions from the physically based procedural methods better correspond with physical properties. Additionally, it provides an easy way of controlling the motions and sound.

Participants: Jong Won Lee, Dongho Kim, James K. Hahn

We have recently been applying the AI technique known as Genetic Programming (GP) to control the motion of articulated figures. This allows the system to automatically generate life-like motion for jointed figures. The human animator must provide a fitness function which rates the motion which the system generates.

Published paper:

Gritz, Larry and James K. Hahn. "Genetic Programming for Articulated Figure Motion", Journal of Visualization and Computer Animation, vol. 6: 129-142 (1995).

Participants: Larry Gritz, James Hahn
Genetic Programming for Articulated Figure Motion (4.25M)

 

Articulated figure motion remains a challenging area of computer animation. It is difficult to create realistic motion for animated characters using conventional approaches based on traditional animation. These approaches largely employ a process known as "keyframing" where individual poses are constructed at specific points in time. Interpolation is then performed to obtain continuous character motion ("in-betweening"). This project explores alternative approaches to creation of character motion. These include the use of inverse kinematics and adaptation to the character's environment. The use of dynamical

simulation is also being explored. Another approach involves use of prerecorded motion capture sequences that are tailored to the requirements of motion. The resulting motion retains the expressive qualities of the data without repetition of a particular motion.

Participants: James K. Hahn, Shih-kai Chung (Kiles), Nadia Al-Ghreimil, Doug Wiley

A image from "Blowing in the Wind" animation which demonstrated one dynamic anlysis can be used both motion and sound seamlessly. Worked with Sang Yoon Lee and Larry Gritz.

Dynamics has been used extensively to simulate the physical world. We have tried to combine this with geometry, constraints and user interaction. This approach gives us intuitive control and fast calculation for some applications.

Participants: Won Lee , James Hahn

Interactive Constraint Dynamics (1.89M)
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