Thread: [Algorithms] Finding the best pose to re-enter animation graph from ragdoll
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From: Richard F. <rf...@tb...> - 2012-12-13 18:49:26
|
Hi all, I've got a ragdolled character that I want to begin animating again. I've got a number of states in my animation graph marked as 'recovery points', i.e. animations that a ragdoll can reasonably be blended back to before having the animation graph take over fully. The problem is, I'm not sure how to identify which animation's first frame (the 'recovery pose') is closest to the ragdoll's current pose. As I see it there are two components to computing a score for each potential recovery point: 1) For each non-root bone, sum the differences in parent-space rotation between current and recovery poses. This is simple enough to do; in addition I think I need to weight the values (e.g. by the physics mass of the bone), as a pose that is off by 30 degrees in the upper arm stands to look a lot less similar to the ragdoll's pose than one that is only off by 30 degrees in the wrist. The result of this step is some kind of score representing the object-space similarity of the poses. 2) Add to (1) some value representing how similar the root bones are. The problem I've got here is that I need to ignore rotation around the global Y axis, while still accounting for other rotations. (I can ignore position as well, as I can move the character's reference frame to account for it). Suppose I have a recovery pose animation that has been authored such that the character is lying stretched out prone, on his stomach, facing along +Z. If the ragdoll is also lying stretched out prone on his stomach, facing -X, then the recovery pose is still fine to use - I just need to rotate the character's reference frame around the Y axis to match, so the animation plays back facing the right direction. But, if the ragdoll is lying on his back, or sitting up, then it's not usable, regardless of which direction the character's facing in. So, I've got the world-space rotation of the ragdoll's root bone as a quaternion, and a quaternion representing the rotation of the corresponding root bone in the recovery pose in *some* space (I think object-space, but I'm not sure?) as starting points. What can I compute from them that has this ignoring-rotation-around-global-Y property? It's been suggested there there's some canonicalization step I can perform that would just eliminate any Y-rotation, but I don't know how to do that other than by decomposing to Euler angles, and I suspect that would have gimbal lock problems. This is probably some pretty simple linear algebra at the end of the day, but between vague memories of eigenvectors, and a general uncertainty as to whether I'm just overcomplicating this entire thing, I could use a pointer in the right direction. Any thoughts or references you could give me would be much appreciated. Cheers! - Richard |
From: Jeff R. <je...@gm...> - 2012-12-13 19:40:13
|
There are probably a number of ways to do it. My first guess would be to compute the difference in rotation for the root bone (that is, what rotation takes you from your starting frame to the current ragdoll orientation), and then examine the "up" vector of the resulting transform. If it's too far from vertical, you don't have a very good match. You can compute a score perhaps based on the dot product between the "up" basis of this transform and the global up direction. On Thu, Dec 13, 2012 at 1:22 PM, Richard Fine <rf...@tb...> wrote: > Hi all, > > I've got a ragdolled character that I want to begin animating again. > I've got a number of states in my animation graph marked as 'recovery > points', i.e. animations that a ragdoll can reasonably be blended back > to before having the animation graph take over fully. The problem is, > I'm not sure how to identify which animation's first frame (the > 'recovery pose') is closest to the ragdoll's current pose. > > As I see it there are two components to computing a score for each > potential recovery point: > > 1) For each non-root bone, sum the differences in parent-space rotation > between current and recovery poses. This is simple enough to do; in > addition I think I need to weight the values (e.g. by the physics mass > of the bone), as a pose that is off by 30 degrees in the upper arm > stands to look a lot less similar to the ragdoll's pose than one that is > only off by 30 degrees in the wrist. The result of this step is some > kind of score representing the object-space similarity of the poses. > > 2) Add to (1) some value representing how similar the root bones are. > The problem I've got here is that I need to ignore rotation around the > global Y axis, while still accounting for other rotations. (I can ignore > position as well, as I can move the character's reference frame to > account for it). > > Suppose I have a recovery pose animation that has been authored such > that the character is lying stretched out prone, on his stomach, facing > along +Z. If the ragdoll is also lying stretched out prone on his > stomach, facing -X, then the recovery pose is still fine to use - I just > need to rotate the character's reference frame around the Y axis to > match, so the animation plays back facing the right direction. But, if > the ragdoll is lying on his back, or sitting up, then it's not usable, > regardless of which direction the character's facing in. So, I've got > the world-space rotation of the ragdoll's root bone as a quaternion, and > a quaternion representing the rotation of the corresponding root bone in > the recovery pose in *some* space (I think object-space, but I'm not > sure?) as starting points. What can I compute from them that has this > ignoring-rotation-around-global-Y property? > > It's been suggested there there's some canonicalization step I can > perform that would just eliminate any Y-rotation, but I don't know how > to do that other than by decomposing to Euler angles, and I suspect that > would have gimbal lock problems. > > This is probably some pretty simple linear algebra at the end of the > day, but between vague memories of eigenvectors, and a general > uncertainty as to whether I'm just overcomplicating this entire thing, I > could use a pointer in the right direction. Any thoughts or references > you could give me would be much appreciated. > > Cheers! > > - Richard > > > ------------------------------------------------------------------------------ > LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial > Remotely access PCs and mobile devices and provide instant support > Improve your efficiency, and focus on delivering more value-add services > Discover what IT Professionals Know. Rescue delivers > http://p.sf.net/sfu/logmein_12329d2d > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > -- Jeff Russell Engineer, Marmoset www.marmoset.co |
From: Alex L. <lin...@gm...> - 2012-12-13 19:55:26
|
I figure you've got 3 normalized vectors: dollForward = stomach of ragdoll vector, pointing along Y, downwards (not sure if positive or negative) dollUp = along spine towards head of ragdoll recoveryForward = stomach of recovery pose dollForward DOT recoveryForward will be near 1 if the doll is on its stomach. The same dot can be run against other categories of recovery pose for lying on side or back. Camera look-at style cross products with dollUp and dollForward will get you 3 axes and from them, a quat or matrix to apply to the recovery pose root, or take vectors to or from 'doll space' to 'recovery space' to match other limbs against your recovery-poses-on-stomach db. Just writing aloud, hope it helps! On Thu, Dec 13, 2012 at 11:39 AM, Jeff Russell <je...@gm...> wrote: > There are probably a number of ways to do it. My first guess would be to > compute the difference in rotation for the root bone (that is, what > rotation takes you from your starting frame to the current ragdoll > orientation), and then examine the "up" vector of the resulting transform. > If it's too far from vertical, you don't have a very good match. You can > compute a score perhaps based on the dot product between the "up" basis of > this transform and the global up direction. > > > On Thu, Dec 13, 2012 at 1:22 PM, Richard Fine <rf...@tb...> wrote: > >> Hi all, >> >> I've got a ragdolled character that I want to begin animating again. >> I've got a number of states in my animation graph marked as 'recovery >> points', i.e. animations that a ragdoll can reasonably be blended back >> to before having the animation graph take over fully. The problem is, >> I'm not sure how to identify which animation's first frame (the >> 'recovery pose') is closest to the ragdoll's current pose. >> >> As I see it there are two components to computing a score for each >> potential recovery point: >> >> 1) For each non-root bone, sum the differences in parent-space rotation >> between current and recovery poses. This is simple enough to do; in >> addition I think I need to weight the values (e.g. by the physics mass >> of the bone), as a pose that is off by 30 degrees in the upper arm >> stands to look a lot less similar to the ragdoll's pose than one that is >> only off by 30 degrees in the wrist. The result of this step is some >> kind of score representing the object-space similarity of the poses. >> >> 2) Add to (1) some value representing how similar the root bones are. >> The problem I've got here is that I need to ignore rotation around the >> global Y axis, while still accounting for other rotations. (I can ignore >> position as well, as I can move the character's reference frame to >> account for it). >> >> Suppose I have a recovery pose animation that has been authored such >> that the character is lying stretched out prone, on his stomach, facing >> along +Z. If the ragdoll is also lying stretched out prone on his >> stomach, facing -X, then the recovery pose is still fine to use - I just >> need to rotate the character's reference frame around the Y axis to >> match, so the animation plays back facing the right direction. But, if >> the ragdoll is lying on his back, or sitting up, then it's not usable, >> regardless of which direction the character's facing in. So, I've got >> the world-space rotation of the ragdoll's root bone as a quaternion, and >> a quaternion representing the rotation of the corresponding root bone in >> the recovery pose in *some* space (I think object-space, but I'm not >> sure?) as starting points. What can I compute from them that has this >> ignoring-rotation-around-global-Y property? >> >> It's been suggested there there's some canonicalization step I can >> perform that would just eliminate any Y-rotation, but I don't know how >> to do that other than by decomposing to Euler angles, and I suspect that >> would have gimbal lock problems. >> >> This is probably some pretty simple linear algebra at the end of the >> day, but between vague memories of eigenvectors, and a general >> uncertainty as to whether I'm just overcomplicating this entire thing, I >> could use a pointer in the right direction. Any thoughts or references >> you could give me would be much appreciated. >> >> Cheers! >> >> - Richard >> >> >> ------------------------------------------------------------------------------ >> LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial >> Remotely access PCs and mobile devices and provide instant support >> Improve your efficiency, and focus on delivering more value-add services >> Discover what IT Professionals Know. Rescue delivers >> http://p.sf.net/sfu/logmein_12329d2d >> _______________________________________________ >> GDAlgorithms-list mailing list >> GDA...@li... >> https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list >> Archives: >> http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list >> > > > > -- > Jeff Russell > Engineer, Marmoset > www.marmoset.co > > > ------------------------------------------------------------------------------ > LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial > Remotely access PCs and mobile devices and provide instant support > Improve your efficiency, and focus on delivering more value-add services > Discover what IT Professionals Know. Rescue delivers > http://p.sf.net/sfu/logmein_12329d2d > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > |
From: Ben Sunshine-H. <sn...@gm...> - 2012-12-13 19:55:11
|
Joint angles suck for pose comparisons -- they just aren't the basis of our intuitive notion of similarity. IMHO, point clouds work much better. Transform a few bone-attached points -- say, pelvis, left shoulder, right shoulder, left elbow, right elbow, left knee, right knee -- canonicalize by putting the pelvis at zero and the shoulder midpoint at +X, and find the minimum squared distance to a recovery pose (with some per-point weighting, if you like). For references, the one that immediately comes to mind is "Dynamic Response for Motion Capture Animation". They're blending into a response animation while the character's still fully ragdoll, so they have to look at multiple frames to get velocity effects in there -- if you're waiting until the guy's all fallen over, your task will be simpler. Ben On Thu, Dec 13, 2012 at 6:22 PM, Richard Fine <rf...@tb...> wrote: > Hi all, > > I've got a ragdolled character that I want to begin animating again. > I've got a number of states in my animation graph marked as 'recovery > points', i.e. animations that a ragdoll can reasonably be blended back > to before having the animation graph take over fully. The problem is, > I'm not sure how to identify which animation's first frame (the > 'recovery pose') is closest to the ragdoll's current pose. > > As I see it there are two components to computing a score for each > potential recovery point: > > 1) For each non-root bone, sum the differences in parent-space rotation > between current and recovery poses. This is simple enough to do; in > addition I think I need to weight the values (e.g. by the physics mass > of the bone), as a pose that is off by 30 degrees in the upper arm > stands to look a lot less similar to the ragdoll's pose than one that is > only off by 30 degrees in the wrist. The result of this step is some > kind of score representing the object-space similarity of the poses. > > 2) Add to (1) some value representing how similar the root bones are. > The problem I've got here is that I need to ignore rotation around the > global Y axis, while still accounting for other rotations. (I can ignore > position as well, as I can move the character's reference frame to > account for it). > > Suppose I have a recovery pose animation that has been authored such > that the character is lying stretched out prone, on his stomach, facing > along +Z. If the ragdoll is also lying stretched out prone on his > stomach, facing -X, then the recovery pose is still fine to use - I just > need to rotate the character's reference frame around the Y axis to > match, so the animation plays back facing the right direction. But, if > the ragdoll is lying on his back, or sitting up, then it's not usable, > regardless of which direction the character's facing in. So, I've got > the world-space rotation of the ragdoll's root bone as a quaternion, and > a quaternion representing the rotation of the corresponding root bone in > the recovery pose in *some* space (I think object-space, but I'm not > sure?) as starting points. What can I compute from them that has this > ignoring-rotation-around-global-Y property? > > It's been suggested there there's some canonicalization step I can > perform that would just eliminate any Y-rotation, but I don't know how > to do that other than by decomposing to Euler angles, and I suspect that > would have gimbal lock problems. > > This is probably some pretty simple linear algebra at the end of the > day, but between vague memories of eigenvectors, and a general > uncertainty as to whether I'm just overcomplicating this entire thing, I > could use a pointer in the right direction. Any thoughts or references > you could give me would be much appreciated. > > Cheers! > > - Richard > > > ------------------------------------------------------------------------------ > LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial > Remotely access PCs and mobile devices and provide instant support > Improve your efficiency, and focus on delivering more value-add services > Discover what IT Professionals Know. Rescue delivers > http://p.sf.net/sfu/logmein_12329d2d > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > |
From: Richard F. <rf...@tb...> - 2012-12-13 20:17:04
|
On 12/13/2012 7:54 PM, Ben Sunshine-Hill wrote: > Joint angles suck for pose comparisons -- they just aren't the basis of our > intuitive notion of similarity. IMHO, point clouds work much better. Transform a > few bone-attached points -- say, pelvis, left shoulder, right shoulder, left > elbow, right elbow, left knee, right knee -- canonicalize by putting the pelvis > at zero and the shoulder midpoint at +X, and find the minimum squared distance > to a recovery pose (with some per-point weighting, if you like). Hm, right. I think my concern with this approach previously was that when the character is prone, the reference points would all be pretty much coplanar, making it hard to tell which way he's facing... but thinking about it now, that's silly, because his left and right sides always have to be a particular way around for a given faceup/facedown. Using a point cloud of just a few reference points is going to be a lot faster than calculating joint angles across all major skeleton bones, too. So I'll give this a shot first. > For references, the one that immediately comes to mind is "Dynamic Response for > Motion Capture Animation". They're blending into a response animation while the > character's still fully ragdoll, so they have to look at multiple frames to get > velocity effects in there -- if you're waiting until the guy's all fallen over, > your task will be simpler. Cool. Looks like they don't go into much detail in the paper, but it's a starting point if I want to look for related work. Thanks! - Richard > On Thu, Dec 13, 2012 at 6:22 PM, Richard Fine <rf...@tb... > <mailto:rf...@tb...>> wrote: > > Hi all, > > I've got a ragdolled character that I want to begin animating again. > I've got a number of states in my animation graph marked as 'recovery > points', i.e. animations that a ragdoll can reasonably be blended back > to before having the animation graph take over fully. The problem is, > I'm not sure how to identify which animation's first frame (the > 'recovery pose') is closest to the ragdoll's current pose. > > As I see it there are two components to computing a score for each > potential recovery point: > > 1) For each non-root bone, sum the differences in parent-space rotation > between current and recovery poses. This is simple enough to do; in > addition I think I need to weight the values (e.g. by the physics mass > of the bone), as a pose that is off by 30 degrees in the upper arm > stands to look a lot less similar to the ragdoll's pose than one that is > only off by 30 degrees in the wrist. The result of this step is some > kind of score representing the object-space similarity of the poses. > > 2) Add to (1) some value representing how similar the root bones are. > The problem I've got here is that I need to ignore rotation around the > global Y axis, while still accounting for other rotations. (I can ignore > position as well, as I can move the character's reference frame to > account for it). > > Suppose I have a recovery pose animation that has been authored such > that the character is lying stretched out prone, on his stomach, facing > along +Z. If the ragdoll is also lying stretched out prone on his > stomach, facing -X, then the recovery pose is still fine to use - I just > need to rotate the character's reference frame around the Y axis to > match, so the animation plays back facing the right direction. But, if > the ragdoll is lying on his back, or sitting up, then it's not usable, > regardless of which direction the character's facing in. So, I've got > the world-space rotation of the ragdoll's root bone as a quaternion, and > a quaternion representing the rotation of the corresponding root bone in > the recovery pose in *some* space (I think object-space, but I'm not > sure?) as starting points. What can I compute from them that has this > ignoring-rotation-around-global-Y property? > > It's been suggested there there's some canonicalization step I can > perform that would just eliminate any Y-rotation, but I don't know how > to do that other than by decomposing to Euler angles, and I suspect that > would have gimbal lock problems. > > This is probably some pretty simple linear algebra at the end of the > day, but between vague memories of eigenvectors, and a general > uncertainty as to whether I'm just overcomplicating this entire thing, I > could use a pointer in the right direction. Any thoughts or references > you could give me would be much appreciated. > > Cheers! > > - Richard > > ------------------------------------------------------------------------------ > LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial > Remotely access PCs and mobile devices and provide instant support > Improve your efficiency, and focus on delivering more value-add services > Discover what IT Professionals Know. Rescue delivers > http://p.sf.net/sfu/logmein_12329d2d > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > <mailto:GDA...@li...> > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > > > > > ------------------------------------------------------------------------------ > LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial > Remotely access PCs and mobile devices and provide instant support > Improve your efficiency, and focus on delivering more value-add services > Discover what IT Professionals Know. Rescue delivers > http://p.sf.net/sfu/logmein_12329d2d > > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > |
From: Michael De R. <mic...@gm...> - 2012-12-13 20:09:53
|
Hi Richard, I believe you will face a couple of problems with the approach you describe in 1) - when comparing local quaternions for the joints, the comparison will take into account the twist around the limbs even though any amount of twist doesn't change the position of the limb. Therefore you could get drastic differences when visually there are barely any. - even if the joint orientation are different the position of the limbs, especially their endings like hands of feet, could still be in very close positions, i.e. potentially closer than limbs with similar rotations but with their root joint (shoulder for instance) off by a bit. You mention weighting system, but that is going to be a pain to tune. An other approach would be to find a comparison algorithm that compares the overall position of the limbs. For instance you could consider; - modeling triangles based of significant body joints, for instance + hips, shoulder, hand + hips, hand, foot + hips, shoulder, shoulder Then use the normal of those triangles for your pose comparison. You would still need to make the normals relative to the hips and then use a hips orientation comparison process. I haven't actually implemented this, but that's how I would go about it. I hope this gives you a different perspective or more ideas. Michael On Thu, Dec 13, 2012 at 11:39 AM, Jeff Russell <je...@gm...> wrote: > There are probably a number of ways to do it. My first guess would be to > compute the difference in rotation for the root bone (that is, what > rotation takes you from your starting frame to the current ragdoll > orientation), and then examine the "up" vector of the resulting transform. > If it's too far from vertical, you don't have a very good match. You can > compute a score perhaps based on the dot product between the "up" basis of > this transform and the global up direction. > > On Thu, Dec 13, 2012 at 1:22 PM, Richard Fine <rf...@tb...> wrote: > >> Hi all, >> >> I've got a ragdolled character that I want to begin animating again. >> I've got a number of states in my animation graph marked as 'recovery >> points', i.e. animations that a ragdoll can reasonably be blended back >> to before having the animation graph take over fully. The problem is, >> I'm not sure how to identify which animation's first frame (the >> 'recovery pose') is closest to the ragdoll's current pose. >> >> As I see it there are two components to computing a score for each >> potential recovery point: >> >> 1) For each non-root bone, sum the differences in parent-space rotation >> between current and recovery poses. This is simple enough to do; in >> addition I think I need to weight the values (e.g. by the physics mass >> of the bone), as a pose that is off by 30 degrees in the upper arm >> stands to look a lot less similar to the ragdoll's pose than one that is >> only off by 30 degrees in the wrist. The result of this step is some >> kind of score representing the object-space similarity of the poses. >> >> 2) Add to (1) some value representing how similar the root bones are. >> The problem I've got here is that I need to ignore rotation around the >> global Y axis, while still accounting for other rotations. (I can ignore >> position as well, as I can move the character's reference frame to >> account for it). >> >> Suppose I have a recovery pose animation that has been authored such >> that the character is lying stretched out prone, on his stomach, facing >> along +Z. If the ragdoll is also lying stretched out prone on his >> stomach, facing -X, then the recovery pose is still fine to use - I just >> need to rotate the character's reference frame around the Y axis to >> match, so the animation plays back facing the right direction. But, if >> the ragdoll is lying on his back, or sitting up, then it's not usable, >> regardless of which direction the character's facing in. So, I've got >> the world-space rotation of the ragdoll's root bone as a quaternion, and >> a quaternion representing the rotation of the corresponding root bone in >> the recovery pose in *some* space (I think object-space, but I'm not >> sure?) as starting points. What can I compute from them that has this >> ignoring-rotation-around-global-Y property? >> >> It's been suggested there there's some canonicalization step I can >> perform that would just eliminate any Y-rotation, but I don't know how >> to do that other than by decomposing to Euler angles, and I suspect that >> would have gimbal lock problems. >> >> This is probably some pretty simple linear algebra at the end of the >> day, but between vague memories of eigenvectors, and a general >> uncertainty as to whether I'm just overcomplicating this entire thing, I >> could use a pointer in the right direction. Any thoughts or references >> you could give me would be much appreciated. >> >> Cheers! >> >> - Richard >> >> >> ------------------------------------------------------------------------------ >> LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial >> Remotely access PCs and mobile devices and provide instant support >> Improve your efficiency, and focus on delivering more value-add services >> Discover what IT Professionals Know. Rescue delivers >> http://p.sf.net/sfu/logmein_12329d2d >> _______________________________________________ >> GDAlgorithms-list mailing list >> GDA...@li... >> https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list >> Archives: >> http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list >> > > > > -- > Jeff Russell > Engineer, Marmoset > www.marmoset.co > > > ------------------------------------------------------------------------------ > LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial > Remotely access PCs and mobile devices and provide instant support > Improve your efficiency, and focus on delivering more value-add services > Discover what IT Professionals Know. Rescue delivers > http://p.sf.net/sfu/logmein_12329d2d > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > |
From: Richard F. <rf...@tb...> - 2012-12-13 20:44:59
|
On 12/13/2012 8:09 PM, Michael De Ruyter wrote: > - when comparing local quaternions for the joints, the comparison will take into > account the twist around the limbs even though any amount of twist doesn't > change the position of the limb. Therefore you could get drastic differences > when visually there are barely any. True in the general case, but I'm using a hierarchical setup, so a twist in an upper arm can drastically change the position/orientation of a forearm and so on. It matters less and less as you approach the leaf nodes, but this is something I intended to eliminate with weighting. > - even if the joint orientation are different the position of the limbs, > especially their endings like hands of feet, could still be in very close > positions, i.e. potentially closer than limbs with similar rotations but with > their root joint (shoulder for instance) off by a bit. You mention weighting > system, but that is going to be a pain to tune. Ah, yes, OK. I'd assumed that a pose with leaf-node discrepancies would be less visually different than one with trunk-node discrepancies, but that's not a sound assumption. This sounds like it would be a problem for *any* hierarchy-based approach, so anything based on comparing local-space positions is probably a non-starter. > An other approach would be to find a comparison algorithm that compares the > overall position of the limbs. > > For instance you could consider; > - modeling triangles based of significant body joints, for instance > + hips, shoulder, hand > + hips, hand, foot > + hips, shoulder, shoulder > > Then use the normal of those triangles for your pose comparison. > > You would still need to make the normals relative to the hips and then use a > hips orientation comparison process. Right OK. Sounds similar to the point cloud approach, maybe a little less prone to small discrepancies, as using the normal instead of the joint positions would equate similar triangles. Cheers! - Richard |
From: Michael De R. <mic...@gm...> - 2012-12-13 21:13:18
|
Also with the triangle normal idea, a notion of distance is missing, so you should add something like distance hips - hand, hips - foot, foot - foot, etc to your comparison algorithm if u were to try this method. Though since there is already a paper on the point cloud approach, it's probably safer to start with it. Sent from my iPhone On 2012-12-13, at 12:47 PM, Richard Fine <rf...@tb...> wrote: > On 12/13/2012 8:09 PM, Michael De Ruyter wrote: > >> - when comparing local quaternions for the joints, the comparison will take into >> account the twist around the limbs even though any amount of twist doesn't >> change the position of the limb. Therefore you could get drastic differences >> when visually there are barely any. > > True in the general case, but I'm using a hierarchical setup, so a twist > in an upper arm can drastically change the position/orientation of a > forearm and so on. It matters less and less as you approach the leaf > nodes, but this is something I intended to eliminate with weighting. > >> - even if the joint orientation are different the position of the limbs, >> especially their endings like hands of feet, could still be in very close >> positions, i.e. potentially closer than limbs with similar rotations but with >> their root joint (shoulder for instance) off by a bit. You mention weighting >> system, but that is going to be a pain to tune. > > Ah, yes, OK. I'd assumed that a pose with leaf-node discrepancies would > be less visually different than one with trunk-node discrepancies, but > that's not a sound assumption. > > This sounds like it would be a problem for *any* hierarchy-based > approach, so anything based on comparing local-space positions is > probably a non-starter. > >> An other approach would be to find a comparison algorithm that compares the >> overall position of the limbs. >> >> For instance you could consider; >> - modeling triangles based of significant body joints, for instance >> + hips, shoulder, hand >> + hips, hand, foot >> + hips, shoulder, shoulder >> >> Then use the normal of those triangles for your pose comparison. >> >> You would still need to make the normals relative to the hips and then use a >> hips orientation comparison process. > > Right OK. Sounds similar to the point cloud approach, maybe a little > less prone to small discrepancies, as using the normal instead of the > joint positions would equate similar triangles. > > Cheers! > > - Richard > > ------------------------------------------------------------------------------ > LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial > Remotely access PCs and mobile devices and provide instant support > Improve your efficiency, and focus on delivering more value-add services > Discover what IT Professionals Know. Rescue delivers > http://p.sf.net/sfu/logmein_12329d2d > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list |
From: Ben Sunshine-H. <sn...@gm...> - 2012-12-14 10:35:48
|
Ironically, that paper actually compares joint orientations instead of point clouds. For point cloud-based pose similarity estimation, Kovar's original motion graph paper is probably a good reference. http://pages.cs.wisc.edu/~kovar/mographs.pdf Ben On Thu, Dec 13, 2012 at 9:12 PM, Michael De Ruyter < mic...@gm...> wrote: > Also with the triangle normal idea, a notion of distance is missing, > so you should add something like distance hips - hand, hips - foot, > foot - foot, etc to your comparison algorithm if u were to try this > method. > > Though since there is already a paper on the point cloud approach, > it's probably safer to start with it. > > Sent from my iPhone > > On 2012-12-13, at 12:47 PM, Richard Fine <rf...@tb...> wrote: > > > On 12/13/2012 8:09 PM, Michael De Ruyter wrote: > > > >> - when comparing local quaternions for the joints, the comparison will > take into > >> account the twist around the limbs even though any amount of twist > doesn't > >> change the position of the limb. Therefore you could get drastic > differences > >> when visually there are barely any. > > > > True in the general case, but I'm using a hierarchical setup, so a twist > > in an upper arm can drastically change the position/orientation of a > > forearm and so on. It matters less and less as you approach the leaf > > nodes, but this is something I intended to eliminate with weighting. > > > >> - even if the joint orientation are different the position of the limbs, > >> especially their endings like hands of feet, could still be in very > close > >> positions, i.e. potentially closer than limbs with similar rotations > but with > >> their root joint (shoulder for instance) off by a bit. You mention > weighting > >> system, but that is going to be a pain to tune. > > > > Ah, yes, OK. I'd assumed that a pose with leaf-node discrepancies would > > be less visually different than one with trunk-node discrepancies, but > > that's not a sound assumption. > > > > This sounds like it would be a problem for *any* hierarchy-based > > approach, so anything based on comparing local-space positions is > > probably a non-starter. > > > >> An other approach would be to find a comparison algorithm that compares > the > >> overall position of the limbs. > >> > >> For instance you could consider; > >> - modeling triangles based of significant body joints, for instance > >> + hips, shoulder, hand > >> + hips, hand, foot > >> + hips, shoulder, shoulder > >> > >> Then use the normal of those triangles for your pose comparison. > >> > >> You would still need to make the normals relative to the hips and then > use a > >> hips orientation comparison process. > > > > Right OK. Sounds similar to the point cloud approach, maybe a little > > less prone to small discrepancies, as using the normal instead of the > > joint positions would equate similar triangles. > > > > Cheers! > > > > - Richard > > > > > ------------------------------------------------------------------------------ > > LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial > > Remotely access PCs and mobile devices and provide instant support > > Improve your efficiency, and focus on delivering more value-add services > > Discover what IT Professionals Know. Rescue delivers > > http://p.sf.net/sfu/logmein_12329d2d > > _______________________________________________ > > GDAlgorithms-list mailing list > > GDA...@li... > > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > > Archives: > > > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > > > ------------------------------------------------------------------------------ > LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial > Remotely access PCs and mobile devices and provide instant support > Improve your efficiency, and focus on delivering more value-add services > Discover what IT Professionals Know. Rescue delivers > http://p.sf.net/sfu/logmein_12329d2d > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > |
From: Chris G. <cg...@va...> - 2012-12-19 20:09:14
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I'd think you'd want to compare not just the static configuration of the pose but also the point/joint velocities. Your ideal choice will be one where not only the pose matches well, but the body parts are also moving at similar directions and speeds to the ragdoll's current state. From: Ben Sunshine-Hill [mailto:sn...@gm...] Sent: Friday, December 14, 2012 2:35 AM To: Game Development Algorithms Subject: Re: [Algorithms] Finding the best pose to re-enter animation graph from ragdoll Ironically, that paper actually compares joint orientations instead of point clouds. For point cloud-based pose similarity estimation, Kovar's original motion graph paper is probably a good reference. http://pages.cs.wisc.edu/~kovar/mographs.pdf Ben On Thu, Dec 13, 2012 at 9:12 PM, Michael De Ruyter <mic...@gm...<mailto:mic...@gm...>> wrote: Also with the triangle normal idea, a notion of distance is missing, so you should add something like distance hips - hand, hips - foot, foot - foot, etc to your comparison algorithm if u were to try this method. Though since there is already a paper on the point cloud approach, it's probably safer to start with it. Sent from my iPhone On 2012-12-13, at 12:47 PM, Richard Fine <rf...@tb...<mailto:rf...@tb...>> wrote: > On 12/13/2012 8:09 PM, Michael De Ruyter wrote: > >> - when comparing local quaternions for the joints, the comparison will take into >> account the twist around the limbs even though any amount of twist doesn't >> change the position of the limb. Therefore you could get drastic differences >> when visually there are barely any. > > True in the general case, but I'm using a hierarchical setup, so a twist > in an upper arm can drastically change the position/orientation of a > forearm and so on. It matters less and less as you approach the leaf > nodes, but this is something I intended to eliminate with weighting. > >> - even if the joint orientation are different the position of the limbs, >> especially their endings like hands of feet, could still be in very close >> positions, i.e. potentially closer than limbs with similar rotations but with >> their root joint (shoulder for instance) off by a bit. You mention weighting >> system, but that is going to be a pain to tune. > > Ah, yes, OK. I'd assumed that a pose with leaf-node discrepancies would > be less visually different than one with trunk-node discrepancies, but > that's not a sound assumption. > > This sounds like it would be a problem for *any* hierarchy-based > approach, so anything based on comparing local-space positions is > probably a non-starter. > >> An other approach would be to find a comparison algorithm that compares the >> overall position of the limbs. >> >> For instance you could consider; >> - modeling triangles based of significant body joints, for instance >> + hips, shoulder, hand >> + hips, hand, foot >> + hips, shoulder, shoulder >> >> Then use the normal of those triangles for your pose comparison. >> >> You would still need to make the normals relative to the hips and then use a >> hips orientation comparison process. > > Right OK. Sounds similar to the point cloud approach, maybe a little > less prone to small discrepancies, as using the normal instead of the > joint positions would equate similar triangles. > > Cheers! > > - Richard > > ------------------------------------------------------------------------------ > LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial > Remotely access PCs and mobile devices and provide instant support > Improve your efficiency, and focus on delivering more value-add services > Discover what IT Professionals Know. Rescue delivers > http://p.sf.net/sfu/logmein_12329d2d > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li...<mailto:GDA...@li...> > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list ------------------------------------------------------------------------------ LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial Remotely access PCs and mobile devices and provide instant support Improve your efficiency, and focus on delivering more value-add services Discover what IT Professionals Know. Rescue delivers http://p.sf.net/sfu/logmein_12329d2d _______________________________________________ GDAlgorithms-list mailing list GDA...@li...<mailto:GDA...@li...> https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list |