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Character Animation and Control using Human Motion Data. Jehee Lee Carnegie Mellon University http://www.cs.cmu.edu/~jehee. Character Animation. Final Fantasy Movie Characters from www.finalfantasy.com. All game characters from www.gamespot.com. Final Fantasy X. NBA Courtside 2002.
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Character Animation and Controlusing Human Motion Data Jehee Lee Carnegie Mellon University http://www.cs.cmu.edu/~jehee
Character Animation Final Fantasy Movie Characters from www.finalfantasy.com All game characters from www.gamespot.com Final Fantasy X NBA Courtside 2002 NFL 2k2 WWF Raw
Motion Capture • Record movements of live performers • Realistic, highly detailed data can be obtained Motion capture lab at CMU
Animation from Motion Capture The Art of Animation Motion Editing Toolbox Convincing Animation Motion Database Preprocess Controllable Responsive Characters On-line Controller Motion Sensor Data High-Level User Interfaces
Animation from Motion Capture The Art of Animation Motion Editing Toolbox Convincing Animation Motion Database Preprocess Controllable Responsive Characters On-line Controller Motion Sensor Data High-Level User Interfaces Mapping Live Performance Computer Puppetry
Interactive 3D Avatar Control • How to organize data ? • Large collection of motion data • How to control ? • User interfaces Motion Database Controllable Responsive Characters Preprocess On-line Controller High-Level User Interfaces Motion Sensor Data
Motion Database • In computer games • Many short, carefully planned, labeled motion clips • Manual processing
Walk Cycle Start Stop Right Turn Left Turn
Motion Database • Our approach • Extended, unlabeled sequences of motion • Automatic processing
Sketch Interface Jehee Lee, Jinxiang Chai, Paul Reitsma, Jessica Hodgins, and Nancy Pollard, Interactive Control of Avatars Animated with Human Motion Data, submitted.
Choice-based Interface • What is available in database ? • Provided with several options • Select from among available behaviors
Jehee Lee, Jinxiang Chai, Paul Reitsma, Jessica Hodgins, and Nancy Pollard, Interactive Control of Avatars Animated with Human Motion Data, submitted.
Jehee Lee, Jinxiang Chai, Paul Reitsma, Jessica Hodgins, and Nancy Pollard, Interactive Control of Avatars Animated with Human Motion Data, submitted.
Find Reachable Clusters C F B E D G A
F C E G D B F E G D B Cluster Forest
Performance Interface Motion Database Animate Avatars Search Engine Vision-based Interface
Silhouette extraction and matching implemented by Jinxiang Chai
Database Search 3 sec
Animation from Motion Capture The Art of Animation Motion Editing Toolbox Convincing Animation Motion Database Preprocess Controllable Responsive Characters On-line Controller Motion Sensor Data High-Level User Interfaces Mapping Live Performance Computer Puppetry
The Art of Animation • Animators need good tools • Modify, vary, blend, transition, filter, … The Art of Animation Motion Database Motion Editing Toolbox Convincing Animation
Challenges in Motion Editing • Reusability and flexibility • Motion data is acquired • For a specific performer • Within a specific environment • In a specific style/mood • High dimensionality • Inherent non-linearity of orientation data
Basic Techniques • Multiresolution Analysis • Signal processing approach • Transition, blend, modify style/mood, and resequence • Hierarchical displacement mapping • Constraint-based approach • Interactive editing • adaptation to different characters/environments.
Multiresolution Analysis • Represent signals at multiple resolutions • give hierarchy of successively smoother signals • facilitate a variety of signal processing tasks
Decomposition • Reduction: upsampling followed by smoothing • Expansion: smoothing followed by downsampling Reduction Expansion
Decomposition Reconstruction
Enhance / Attenuate Jehee Lee and Sung Yong Shin, General Construction of Time-Domain Filters for Orientation Data, IEEE Transactions on Visualization and Computer Graphics, to appear. Jehee Lee and Sung Yong Shin, A Coordinate-Invariant Approach to Multiresolution Motion Analysis and Synthesis, Graphical Models (formerly GMIP), 2001.
Walk Turn ? Limp Turn with a Limp
Walk Turn Limp Turn with a Limp
Analogy • Low frequency (Content) Result = Limp + (Turn – Walk) • High frequency (Style) Result = Turn + (Limp – Walk) Walk Turn Limp Turn with A limp
Walk Run Strut
Stub toes Limp Stitched