Synthesizing balancing character motions

Research output: Chapter in Book/Report/Conference proceedingConference contribution

1 Citation (Scopus)

Abstract

This paper presents a novel method for generating balancing character poses by means of a weighted inverse kinematic constraint algorithm. The weighted constraints enable us to control the order of priority so that more important conditions such as balancing can take priority over less important ones. Maintaining a balancing pose enables us to create a variety of physically accurate motions (e.g., stepping, crouching). Balancing is achieved by controlling the location of the overall centre of mass of an articulated character; while the secondary constraints generate poses from end-effectors and trajectory information to provide continuous character movement. The poses are created by taking into account physical properties of the articulated character, that include joint mass, size, strength and angular limits. We demonstrate the successfulness of our method by generating balancing postures that are used to produce controllable character motions with physically accurate properties; likewise, our method is computationally fast, flexible and straightforward to implement.

Original languageEnglish
Title of host publication9th Workshop on Virtual Reality Interactions and Physical Simulations
PublisherThe Eurographics Association
Pages87-96
Number of pages10
ISBN (Print)9783905673968
DOIs
Publication statusPublished - 2012
Event9th Workshop on Virtual Reality Interactions and Physical Simulations 2012 - Darmstadt, Germany
Duration: 6 Dec 20127 Dec 2012

Conference

Conference9th Workshop on Virtual Reality Interactions and Physical Simulations 2012
Abbreviated titleVRIPHYS 2012
CountryGermany
CityDarmstadt
Period6/12/127/12/12

ASJC Scopus subject areas

  • Modelling and Simulation

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