Real-time Physics-based 3D Biped Character
Animation Using an Inverted Pendulum Model
Yao-Yang Tsai1, Wen-Chieh
Lin2, Kuang-You Cheng1
1National
2National
3Seoul
*Corresponding Author
Real-time physics-based 3D character
animation generated by our framework.
Abstract |
We present a physics-based approach to generate 3D
biped character animation that can react to dynamical environments in
real-time. Our approach utilizes an inverted pendulum model to online adjust
the desired motion trajectory from the input motion capture data. This
on-line adjustment produces a physically-plausible motion trajectory adapted
to dynamic environments, which is then used as the desired motion for the
motion controllers to track in dynamics simulation. Rather than using
Proportional-Derivative controllers whose parameters usually cannot be easily
set, our motion tracking adopts a velocity-driven method which computes joint
torques based on the desired joint angular velocities. Physically-correct
full body motion of the 3D character is computed in dynamics simulation using
the computed torques and dynamical model of the character. Our experiments
demonstrate that tracking motion capture data with real-time response
animation can be achieved easily. In addition, physically-plausible motion
style editing, automatic motion transition, and motion adaptation to
different limb sizes can also be generated without difficulty. |
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Paper |
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Videos |
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Examples |
Example 1: Character twisting its
upper body to pass through a narrow walkway. In this example, the input
motion capture data is walking straight forward and our method can be used to
modify the motion style by simply adjusting the orientation of the torso. Example 2: Snapshots of a character walking while
stooping under a barrier. This example is generated by bending the back and lowering
the COM of the character in a motion capture data of normal walking. Note
that the squatting motion of the lower body is generated automatically by our
method. |
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Status |
to appear in IEEE Transactions on Visualization and
Computer Graphics 2009 or 2010 |
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Acknowledgments |
The authors would like to thank anonymous reviewers
helpful comments to improve this paper. We are also grateful to KangKang Yin and Michiel van de Panne
to help us to perform experimental study with their work[6]. This work is supported in part by the
Landmark Program of the Project (Contract B0008), and the National Science
Council (Grants NSC-97-2628-E-006-125-MY3, NSC-96-2628-E- 006-200-MY3, NSC-96-2221-E-006-244-MY2, and NSC-96-2221-E-009-152-MY3),
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