Figure 1: The interactive design system we introduce allows non-expert users to create complex, animated mechanical characters. AbstractWe present an interactive design system that allows non-expert users to create animated mechanical characters. Given an articulated character as input, the user iteratively creates an animation by sketching motion curves indicating how different parts of the character should move. For each motion curve, our framework creates an optimized mechanism that reproduces it as closely as possible. The resulting mechanisms are attached to the character and then connected to each other using gear trains, which are created in a semi-automated fashion. The mechanical assemblies generated with our system can be driven with a single input driver, such as a hand-operated crank or an electric motor, and they can be fabricated using rapid prototyping devices. We demonstrate the versatility of our approach by designing a wide range of mechanical characters, several of which we manufactured using 3D printing. While our pipeline is designed for characters driven by planar mechanisms, significant parts of it extend directly to non-planar mechanisms, allowing us to create characters with compelling 3D motions.
Figure 1: Real-time physics-based simulation of walking. The method provides robust control across a range of gaits, styles, characters, and skills. Motions are easily authored by novice users. AbstractWe present a control strategy for physically-simulated walking motions that generalizes well across gait parameters, motion styles, character proportions, and a variety of skills. The control is realtime, requires no character-specific or motion-specific tuning, is robust to disturbances, and is simple to compute. The method works by integrating tracking, using proportional-derivative control; foot placement, using an inverted pendulum model; and adjustments for gravity and velocity errors, using Jacobian transpose control. Highlevel gait parameters allow for forwards-and-backwards walking, various walking speeds, turns, walk-to-stop, idling, and stop-towalk behaviors. Character proportions and motion styles can be authored interactively, with edits resulting in the instant realization of a suitable controller. The control is further shown to generalize across a variety of walking-related skills, including picking up objects placed at any height, lifting and walking with heavy crates, pushing and pulling crates, stepping over obstacles, ducking under obstacles, and climbing steps.
Abstract-Quadrupedal animals move through their environments with unmatched agility and grace. An important part of this is the ability to choose between different gaits in order to travel optimally at a certain speed or to robustly deal with unanticipated perturbations. In this paper, we present a control framework for a quadrupedal robot that is capable of locomoting using several gaits. We demonstrate the flexibility of the algorithm by performing experiments on StarlETH, a recently-developed quadrupedal robot. We implement controllers for a static walk, a walking trot, and a running trot, and show that smooth transitions between them can be performed. Using this control strategy, StarlETH is able to trot unassisted in 3D space with speeds of up to 0.7m/s, it can dynamically navigate over unperceived 5-cm high obstacles and it can recover from significant external pushes.
Figure 1: We present a method to convert animated digital characters into physically fabricated prototypes. Our physical characters can be actuated using pins, strings, or posed by hand. AbstractWe present a method for fabrication-oriented design of actuated deformable characters that allows a user to automatically create physical replicas of digitally designed characters using rapid manufacturing technologies. Given a deformable character and a set of target poses as input, our method computes a small set of actuators along with their locations on the surface and optimizes the internal material distribution such that the resulting character exhibits the desired deformation behavior. We approach this problem with a dedicated algorithm that combines finite-element analysis, sparse regularization, and constrained optimization. We validate our pipeline on a set of two-and three-dimensional example characters and present results in simulation and physically-fabricated prototypes.
Figure 1: A result of our method: given a character rig and a set of keyframes for some of its parameters, our method automatically produces animation curves for the remaining parameters by solving the equations of motion in the space of deformations defined by the rig. The resulting motion is physically plausible, maintains the original artistic intent, and is easily editable. AbstractWe present a method that brings the benefits of physics-based simulations to traditional animation pipelines. We formulate the equations of motions in the subspace of deformations defined by an animator's rig. Our framework fits seamlessly into the workflow typically employed by artists, as our output consists of animation curves that are identical in nature to the result of manual keyframing. Artists can therefore explore the full spectrum between handcrafted animation and unrestricted physical simulation. To enhance the artist's control, we provide a method that transforms stiffness values defined on rig parameters to a non-homogeneous distribution of material parameters for the underlying FEM model. In addition, we use automatically extracted high-level rig parameters to intuitively edit the results of our simulations, and also to speed up computation. To demonstrate the effectiveness of our method, we create compelling results by adding rich physical motions to coarse input animations. In the absence of artist input, we create realistic passive motion directly in rig space.
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