AUTONOMOUS QUADRUPED ANIMATION TECHNIQUES: A SURVEY (original) (raw)
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Expression driven Trignometric based Procedural Animation of Quadrupeds
This research paper addresses the problem of generating involuntary and precise animation of quadrupeds with automatic rigging system of various character types. The technique proposed through this research is based on a two tier animation control curve with base simulation being driven through dynamic mathematical model using procedural algorithm and the top layer with a custom user controlled animation provided with intuitive Graphical User Interface (GUI). The character rig is based on forward and inverse kinematics driven through trigonometric based motion equations. The User is provided with various manipulators and attributes to control and handle the locomotion gaits of the characters and choose between various types of simulated motions from walking, running, trotting, ambling and galloping with complete custom controls to easily extend the base simulation as per requirements.
Expression Driven Trigonometric Based Procedural Animation of Quadrupeds
2013 International Conference on Informatics and Creative Multimedia, 2013
This research paper addresses the problem of generating involuntary and precise animation of quadrupeds with automatic rigging system of various character types. The technique proposed through this research is based on a two tier animation control curve with base simulation being driven through dynamic mathematical model using procedural algorithm and the top layer with a custom user controlled animation provided with intuitive Graphical User Interface (GUI). The character rig is based on forward and inverse kinematics driven through trigonometric based motion equations. The User is provided with various manipulators and attributes to control and handle the locomotion gaits of the characters and choose between various types of simulated motions from walking, running, trotting, ambling and galloping with complete custom controls to easily extend the base simulation as per requirements.
Template based Procedural Rigging of Quadrupeds with Custom Manipulators
Character rigging is a process of endowing a character with a set of custom manipulators and controls making it easy to animate by the animators. These controls consist of simple joints, handles, or even separate character selection windows. This research paper present an automated rigging system for quadruped characters with custom controls and manipulators for animation. The full character rigging mechanism is procedurally driven based on various principles and requirements used by the riggers and animators. The automation is achieved initially by creating widgets according to the character type. These widgets then can be customized by the rigger according to the character shape, height and proportion. Then joint locations for each body parts are calculated and widgets are replaced programmatically. Finally a complete and fully operational procedurally generated character control rig is created and attached with the underlying skeletal joints. The functionality and feasibility of the rig was analyzed from various source of actual character motion and a requirements criterion was met. The final rigged character provides an efficient and easy to manipulate control rig with no lagging and at high frame rate.
Footprint-based Quadruped Motion Synthesis
This paper applies trajectory-based optimization techniques to the synthesis of quadruped motions. The animator speciies hard constraints, consisting of footprint locations and their timings, and soft constraints that encode both physically-plausible behavior and the notion of comfortable positions. By dealing rst and foremost with the spline trajectories representing the gross motion of the quadruped, the resulting optimization problem can be solved eeciently and robustly. Results include walking, jumping, and galloping quadrupeds. R esum e Nous pr esentons une technique pour la synth ese des mouvements de quadrup edes par optimisation de trajectoires. Les animateurs utilisent des con-traintes rigides pour la position dans l'espace et le temps des traces de pieds, et les contraintes douces pour les lois physiques et la notion de positions confortables. La technique s'occupe principalement de la synth ese d'une trajectoire pour le centre de gravit e, ce qui produit un algorithme eecace et ro-buste. Nos r esultats comprennent des quadrup edes qui marchent, sautent, et galopent.
Character rigging is a process of endowing a character with a set of custom manipulators and controls making it easy to animate by the animators. These controls consist of simple joints, handles, or even separate character selection windows.This research paper present an automated rigging system for quadruped characters with custom controls and manipulators for animation.The full character rigging mechanism is procedurally driven based on various principles and requirements used by the riggers and animators. The automation is achieved initially by creating widgets according to the character type. These widgets then can be customized by the rigger according to the character shape, height and proportion. Then joint locations for each body parts are calculated and widgets are replaced programmatically.Finally a complete and fully operational procedurally generated character control rig is created and attached with the underlying skeletal joints. The functionality and feasibility of the rig was analyzed from various source of actual character motion and a requirements criterion was met. The final rigged character provides an efficient and easy to manipulate control rig with no lagging and at high frame rate.
Generating believable Gait Patterns for Quadruped Locomotion using Fourier Analysis
2020
In animation attaining a realistic gait pattern for a virtual quadruped character is very time consuming for animator. This research provides a prototype system for creating an initial layer of natural-looking animation to serve as a starting point for an animator. Starting with reference video of an actual Tiger’s walking, joints are animated to create a rotoscoped animation. This animation represents the animal’s natural motion achieved manually through key frame technique, which contains numerous errors in form of inaccurate motion curves. These expressions will be used to animate a virtual quadruped’s skeletal rig in Autodesk’s Maya. Joint angle values for the legs are sampled per frame of the animation and conditioned for Fourier analysis. FFT Fast Fourier Transform) provides frequency information that is used to create mathematical descriptions of each joint’s movement. A model representing the Tiger’s overall gait pattern that will be created once each of the leg joints will ...
Computational modeling for the computer animation of legged figures
ACM SIGGRAPH Computer Graphics, 1985
Modeling techniques for animating legged figures are described which are used in the PODA animation system. PODA utilizes pseudoinverse control in order to solve the problems associated with manipulating kinematically redundant limbs. PODA builds on this capability to synthesize a kinematic model of legged locomotion which allows animators to control the complex relationships between the motion of the body of a figure and the coordination of its legs. Finally, PODA provides for the integration of a simple model of legged locomotion dynamics which insures that the accelerations of a figure's body are synchronized with the timing of the forces applied by its legs.
Automatic bone generation for character animation using the discrete medial axis transformation
We present a method for the automatic generation of bones and joints and their positioning based on the object skeleton graph which is derived from a medial axis approximation to support the animation creation process. In this method, the triangle mesh is first transformed into a voxel representation. A thinning algorithm is employed to extract a voxel skeleton which is then transformed into a graph representation. The branching points of this graph are used to define the joints. A main focus of this article lies on the data structure used to manage the voxel set. Our rasterization is not based on equilateral cells, leading to an efficient data structure in terms of memory usage.
Http Www Theses Fr, 2012
We present a fully procedural method capable of generating in real time a wide range of locomotion for multilegged characters in a dynamic environment, without using any motion data. The system consists of several independent blocks: a Character Controller, a Gait/Tempo Manager, a three-dimensional (3D) Path Constructor, and a Footprints Planner. The four modules work cooperatively to calculate in real time the footprints and the 3D trajectories of the feet and the pelvis. Our system can animate dozens of creatures using dedicated level of details techniques and is totally controllable allowing the user to design a multitude of locomotion styles through a user-friendly interface. The result is a complete lower body animation that is sufficient for most of the chosen multilegged characters: arachnids, insects, imaginary n-legged robots, and so on.
Three-Dimensional Computer Animation: More an Evolution Than a Motion Problem
IEEE Computer Graphics and Applications, 2000
Three-dimensional computer animation is too often restricted to very simple motions: logo rotations or camera motions around a 3-D reconstructed object. Enormous effort is devoted to image rendering but little to the motion itself. To improve creativity in computer animation, researchers need to look beyond the mere creation of motion toward the evolution of state variables over time according to appropriate laws. We call this "the evolution problem."