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Falling and Landing Motion Control for Character Animation

机译:角色动画的上下运动控制

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We introduce a new method to generate agile and natural human landing motions in real-time via physical simulation without using any mocap or pre-scripted sequences. We develop a general controller that allows the character to fall from a wide range of heights and initial speeds, continuously roll on the ground, and get back on its feet, without inducing large stress on joints at any moment. The character’s motion is generated through a forward simulator and a control algorithm that consists of an airborne phase and a landing phase. During the airborne phase, the character optimizes its moment of inertia to meet the ideal relation between the landing velocity and the angle of attack, under the laws of conservation of momentum. The landing phase can be divided into three stages: impact, rolling, and getting-up. To reduce joint stress at landing, the character leverages contact forces to control linear momentum and angular momentum, resulting in a rolling motion which distributes impact over multiple body parts. We demonstrate that our control algorithm can be applied to a variety of initial conditions with different falling heights, orientations, and linear and angular velocities. Simulated results show that our algorithm can effectively create realistic action sequences comparable to real world footage of experienced freerunners.
机译:我们引入了一种新方法,可以通过物理模拟实时生成敏捷自然的人类着陆运动,而无需使用任何捕捉和预定序列。我们开发了一种通用控制器,该控制器可以使角色从各种高度和初始速度下降,连续在地面上滚动并重新站起来,而不会在任何时候对关节产生较大的压力。角色的动作是通过前向模拟器和控制算法生成的,控制算法包括机载阶段和着陆阶段。在空降阶段,角色根据动量守恒定律优化其惯性矩,以满足着陆速度和迎角之间的理想关系。着陆阶段可以分为三个阶段:撞击,滚动和起身。为了减少着陆时的关节应力,角色利用接触力来控制线性动量和角动量,从而产生滚动运动,从而将冲击力分布到多个身体部位。我们证明了我们的控制算法可以应用于具有不同下降高度,方向以及线性和角速度的各种初始条件。仿真结果表明,我们的算法可以有效地创建与有经验的自由奔跑者的真实镜头相当的逼真的动作序列。

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