There's an interesting demo of "Procedural Character Animation" available at
http://www.reality-1.com/projects_pca.html which was done by a flatmate of
mine for his final year project at uni, which uses keyframed animations as a
base layer, then modifies these in real-time with a 'body language' layer,
then constrains it all using an IK layer. It's cool. :)
Benny H
> -----Original Message-----
> From: gdalgorithms-list-admin@lists.sourceforge.net />
> [mailto:gdalgorithms-list-admin@lists.sourceforge.net]On Behalf Of Alex
> Mohr
> Sent: 09 November 2003 23:37
> To: gdalgorithms-list@lists.sourceforge.net />
> Subject: Re: [Algorithms] Animation Technology [was: Jon Blow ranting
> ;^>]
>
>
> Check out all the great stuff at Wisconsin for real-time animation
> research:
>
> Motion graphs can easily do the "draw a line, find the motion that
> follows it" and lots of other stuff. Unfortunately, it's not suited to
> real-time apps:
>
> http://www.cs.wisc.edu/graphics/Gallery/Kovar/MoGraphs/
>
>
> On the other hand, Snap-Together motion lets you build move trees
> (including doing the blends) almost entirely automatically:
>
> http://www.cs.wisc.edu/graphics/Gallery/Kovar/SnapTogetherMotion/
>
>
> Here's some high quality dynamic timewarping stuff (practical
> algorithms);
>
> http://www.cs.wisc.edu/graphics/Gallery/Kovar/RegistrationCurves/
>
>
> And a simple-to-implement, fast, robust, analytic IK algorithm for
> cleaning up footskate:
>
> http://www.cs.wisc.edu/graphics/Gallery/Kovar/Cleanup/
>
>
> Alex
>
>
>
>
> >Yeah, University of Washington has some cool stuff in this area.
> >
> >One of the guys (Jai-Chi Wu) who worked with us this summer is doing an
> >extremely-physically-based flight model for birds that's capable of some
> >startling realism at great computational expense.
> >
> >My current favorite is a project at UW wherein you draw a line through
> >an arbitrary environment and avatar pieces together animation samples to
> >navigate through the environment intelligently. This is not of course a
> >"twitch" interface, but it's suggestive of some new interaction
> >paradigms that would give the AI more room to make the character seem
> >less like a puppet on bungie cords and more like an autonomous creature.
> >Perhaps a "Real-Time-Tactical" -- command and conquer for
> >
> >Lookie: http://grail.cs.washington.edu/projects/
> >
> >Georgia tech did some of the first interesting stuff I've seen for
> >"truly" adapting animations between skeletons. Haven't checked it out in
> >a while, tho.
> >
> >-----Original Message-----
> >From: gdalgorithms-list-admin@lists.sourceforge.net />
> >[mailto:gdalgorithms-list-admin@lists.sourceforge.net] On Behalf Of
> >Charles Bloom
> >Sent: Friday, November 07, 2003 10:22 AM
> >To: gdalgorithms-list@lists.sourceforge.net />
> >Subject: [Algorithms] Animation Technology [was: Jon Blow ranting ;^>]
> >
> >
> >Animation technology is certainly one of the areas where we can make
> >leaps
> >and bounds in the next few years.
> >
> >A cool old demo is here :
> >
> >http://www.frontier.co.uk/download/demonstrator.zip
> >
> >And I have an old note on simple distorted blends for event-synching in
> >animation blending :
> >
> >http://www.cbloom.com/3d/rambles.html
> >
> >But the things I see coming on are :
> >
> >1. Combining animations with forward kinematics : ala Dave Wu's talk at
> >GDC ;
> >
> >2. Combining #1 with inverse kinematics : for locking feet to the ground
> >
> >and such
> >
> >3. Adapting animations for different skeletons and musculatures; eg. you
> >
> >just animate for a basic biped, and the system can automatically make a
> >good animation for skeletons that are slightly different. Note that I'm
> >
> >not just talking about copying the animation to the skeleton, I'm
> >talking
> >about *changing* it to account for the increased weight, different
> >musculature, whatever.
> >
> >4. Impulse and muscle-driven move selection in an AI sort of way. Like,
> >
> >I'm running straight and I know I want to take a 90 degree turn and run
> >to
> >my left; so I know I need to apply like a 45 degree impulse; well, scan
> >through my possible moves and see what can do that for me, the best fit
> >is
> >a hard-plant with the right leg, now choose a time to do that move that
> >matches what my legs are already doing, eg. when my right leg is in sort
> >of
> >a planting-pose anyway, and then turn on the new anim at an appropriate
> >time too; Dave Wu talks about some of this kind of stuff.
> >
> >A fundamental problem remains with latency, however. In order to do
> >great
> >animation, you need diction, eg. you need to know what that avatar
> >will
> >be doing in a few seconds, or what they want to do next. This is
> >possible
> >with AI guys, but not possible with the player character unless you
> >introduce huge latency.
> >
> >
> >------------------------------------------------------------------------
> >--------------------
> >Charles Bloom email "cb" http://www.cbloom.com
> >
> >
> >
> >
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