Abstract: With a rapid growth in 3D graphics technology over the last few years, people are desired to see more flexible reacting motions of a biped in animations. In particular, it is impossible to anticipate all reacting motions of a biped while facing a perturbation. In this paper, we propose a three-level tracking method for animating a 3D humanoid character. First, we take the laws of physics into account to attach physical attributes, such as mass, gravity, friction, collision, contact, and torque, to bones and joints of a character. The next step is to employ PD controller to follow a reference motion as closely as possible. Once the character cannot tolerate a strong perturbation to prevent itself from falling down, we are capable of tracking a desirable falling-down action to avoid any falling condition inaccuracy. From the experimental results, we demonstrate the effectiveness and flexibility of the proposed method in comparison with conventional data-driven approaches.
Abstract: A procedural-animation-based approach which rapidly
synthesize the adaptive locomotion for quadruped characters that they
can walk or run in any directions on an uneven terrain within a
dynamic environment was proposed. We devise practical motion
models of the quadruped animals for adapting to a varied terrain in a
real-time manner. While synthesizing locomotion, we choose the
corresponding motion models by means of the footstep prediction of
the current state in the dynamic environment, adjust the key-frames of
the motion models relying on the terrain-s attributes, calculate the
collision-free legs- trajectories, and interpolate the key-frames
according to the legs- trajectories. Finally, we apply dynamic time
warping to each part of motion for seamlessly concatenating all desired
transition motions to complete the whole locomotion. We reduce the
time cost of producing the locomotion and takes virtual characters to
fit in with dynamic environments no matter when the environments are
changed by users.