2008
DOI: 10.1145/1360612.1360626
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Real-time motion retargeting to highly varied user-created morphologies

Abstract: Character animation in video games-whether manually keyframed or motion captured-has traditionally relied on codifying skeletons early in a game's development, and creating animations rigidly tied to these fixed skeleton morphologies. This paper introduces a novel system for animating characters whose morphologies are unknown at the time the animation is created. Our authoring tool allows animators to describe motion using familiar posing and key-framing methods. The system records the data in a morphology-ind… Show more

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Cited by 135 publications
(57 citation statements)
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“…Motion retargeting was then considered as solving kinematic constraints on joint positions and ensuring continuity using displacement maps [Choi and Ko 2000;Gleicher 1998;Lee and Shin 1999]. Another approach consists in defining a morphology-independent representation [Hecker et al 2008; with efficient constraint solvers , or in using an intermediate skeleton [Monzani et al 2000].…”
Section: Skeletal Motion Retargetingmentioning
confidence: 99%
“…Motion retargeting was then considered as solving kinematic constraints on joint positions and ensuring continuity using displacement maps [Choi and Ko 2000;Gleicher 1998;Lee and Shin 1999]. Another approach consists in defining a morphology-independent representation [Hecker et al 2008; with efficient constraint solvers , or in using an intermediate skeleton [Monzani et al 2000].…”
Section: Skeletal Motion Retargetingmentioning
confidence: 99%
“…However, self-interaction constraints are not taken into account. On the other hand, motion retargeting is generally an offline process performed by animators in a desktop environment where constraints are scripted, hence known in advance [3], [14], [15], [16], [17]. The animator can explore the design space by trial and error until a satisfactory motion transfer is obtained on the target character.…”
Section: Related Workmentioning
confidence: 99%
“…For indirect mapping, it requires to select features and map them to another character rig with different structure. Hecker et al proposed to pre‐record skeletal motions and map them to specific characters with different morphologies. Lockwood and Singh used finger touches to generate motion data to control leg movements.…”
Section: Related Workmentioning
confidence: 99%