• Title/Summary/Keyword: Motion Graph

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Emotion Graph Models for Bipedal Walk Cycle Animation

  • Rahman, Ayub bin Abdul;Aziz, Normaziah Abdul;Hamzah, Syarqawi
    • International Journal of Advanced Culture Technology
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    • v.4 no.1
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    • pp.19-27
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    • 2016
  • Technology in the animation industry has evolved significantly over the past decade. The tools to create animation are becoming more intuitive to use. Animators now spend more time on the artistic quality of their work than wasting time figuring out how to use the software that they rely on. However, one particular tool that is still unintuitive for animators is the motion graph editor. A motion graph editor is a tool to manipulate the interpolation of the movements generated by the software. Although the motion graph editor contains a lot of options to control the outcome of the animation, the emotional rhythm of the movements desired by the animator still depends on the animator's skill, which requires a very steep learning curve. More often than not, animators had to resort to trial and error methods to achieve good results. This inevitably leads to slow productivity, susceptible to mistakes, and waste of resources. This research will study the connection between the motion graph profile and the emotions they portray in movements. The findings will hopefully be able to provide animators reference materials to achieve the emotional animation they need with less effort.

Fast Motion Synthesis of Massive Number of Quadruped Animals

  • Sung, Man-Kyu
    • International Journal of Contents
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    • v.7 no.3
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    • pp.19-28
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    • 2011
  • This paper presents a fast and practical motion synthesis algorithm for massive number of quadruped animals. The algorithm constructs so called speed maps that contain a set of same style motions but different speed from a single cyclic motion by using IK(Inverse Kinematics) solver. Then, those speed maps are connected each other to form a motion graph. At run time, given a point trajectory that obtained from user specification or simulators, the algorithm retrieves proper speed motions from the graph, and modifies and stitches them together to create a long seamless motion in real time. Since our algorithm mainly targets on the massive quadruped animal motions, the motion graph create wide variety of different size of characters for each trajectory and automatically adjusted synthesized motions without causing artifact such as foot skating. The performance of algorithm is verified through several experiments

Deforming the Walking Motion with Geometrical Editing (주 관절 경로의 변형을 통한 걷기 동작 수정)

  • Kim, Meejin;Lee, Sukwon
    • Journal of the Korea Computer Graphics Society
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    • v.27 no.1
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    • pp.1-8
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    • 2021
  • This paper proposes a simple deformation method for editing the trajectory of a walking motion with preserving its style. To this end, our method analyzes the trajectory of the root joint into the graph and deforms it by applying the graph Laplace operator. The trajectory of the root joint is presented as a graph with a vertex defined the position and direction at each time frame on the motion dataThe graph transforms the trajectory into the differential coordinate, and if the constraints are set on the trajectory vertex, the solver iterative approaches to the solution. By modifying the root trajectory, we can continuously vary the walking motion, which reduces the cost of capturing a whole motion that is required. After computes the root trajectory, other joints are copied on the root and post-processed as a final motion. At the end of our paper, we show the application that the character continuously walks in a complex environment while satisfying user constraints.

The Effect of Force and Motion Conceptions into the Kinematics Graph Construction (대학생의 운동학 그래프 작성에 대한 역학 개념의 효과)

  • Kwon, Sung-Gi
    • Journal of The Korean Association For Science Education
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    • v.17 no.4
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    • pp.383-393
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    • 1997
  • In order to study the effect of student's conceptions about force and motion into the graph construction in kinematics in college physics course, the tasks of constructing the qualitative graph in the similar problem context used in force conception was asked to the first 74 and third 97 student teacher in teachers' university. The frequencies analysis showed that student teachers had the naive conceptions that the throwing force was still acted to a upwarding ball. They also had the popular Aristotelian views about motion. These naive conceptions coexisted with the scientific conception about gravitational force. In a simple pendulum problem no one had the correct acceleration concepts which varies the direction in swing. This result suggest that student teacher had more difficulties in a acceleration problem than in a velocity problem In v-t and a-t graph construction tasks, the number of categories of a-t graphs were more than that of v-t graphs. There were many graph errors in a sign of velocity and acceleration. The acceleration conceptions without the relations of changes in velocity made the kinematics graphs more various shapes. The force and motion conceptions influenced the ability to construct the kinematics graphs.

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Recognition of Fighting Motion using a 3D-Chain Code and HMM (3차원 체인코드와 은닉마르코프 모델을 이용한 권투모션 인식)

  • Han, Chang-Ho;Oh, Choon-Suk;Choi, Byung-Wook
    • Journal of Institute of Control, Robotics and Systems
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    • v.16 no.8
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    • pp.756-760
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    • 2010
  • In this paper, a new method to recognize various motions of fighting with an aid of HMM is proposed. There are four kinds of fighting motion such as hook, jab, uppercut, and straight as the fighting motion. The motion graph is generalized to define each motion in motion data and the new 3D-chain code is used to convert motion data to motion graphs. The recognition experiment has been performed with HMM algorithm on motion graphs. The motion data is captured by a motion capture system developed in this study and by five actors. Experimental results are given with relatively high recognition rate of at least 85%.

Detecting Collisions in Graph-Driven Motion Synthesis for Crowd Simulation (군중 시뮬레이션을 위한 그래프기반 모션합성에서의 충돌감지)

  • Sung, Man-Kyu
    • Journal of KIISE:Computer Systems and Theory
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    • v.35 no.1
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    • pp.44-52
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    • 2008
  • In this paper we consider detecting collisions between characters whose motion is specified by motion capture data. Since we are targeting on massive crowd simulation, we only consider rough collisions, modeling the characters as a disk in the floor plane. To provide efficient collision detection, we introduce a hierarchical bounding volume, the Motion Oriented Bounding Box tree (MOBB tree). A MOBBtree stores space-time bounds of a motion clip. In crowd animation tests, MOBB trees performance improvements ranging between two and an order of magnitude.

Graph-based High-level Motion Segmentation using Normalized Cuts (Normalized Cuts을 이용한 그래프 기반의 하이레벨 모션 분할)

  • Yun, Sung-Ju;Park, An-Jin;Jung, Kee-Chul
    • Journal of KIISE:Software and Applications
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    • v.35 no.11
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    • pp.671-680
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    • 2008
  • Motion capture devices have been utilized in producing several contents, such as movies and video games. However, since motion capture devices are expensive and inconvenient to use, motions segmented from captured data was recycled and synthesized to utilize it in another contents, but the motions were generally segmented by contents producers in manual. Therefore, automatic motion segmentation is recently getting a lot of attentions. Previous approaches are divided into on-line and off-line, where ow line approaches segment motions based on similarities between neighboring frames and off-line approaches segment motions by capturing the global characteristics in feature space. In this paper, we propose a graph-based high-level motion segmentation method. Since high-level motions consist of repeated frames within temporal distances, we consider similarities between neighboring frames as well as all similarities among all frames within the temporal distance. This is achieved by constructing a graph, where each vertex represents a frame and the edges between the frames are weighted by their similarity. Then, normalized cuts algorithm is used to partition the constructed graph into several sub-graphs by globally finding minimum cuts. In the experiments, the results using the proposed method showed better performance than PCA-based method in on-line and GMM-based method in off-line, as the proposed method globally segment motions from the graph constructed based similarities between neighboring frames as well as similarities among all frames within temporal distances.

Motion planning with planar geometric models

  • Kim, Myung-Doo;Moon, Sang-Ryong;Lee, Kwan-Hee
    • 제어로봇시스템학회:학술대회논문집
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    • 1990.10b
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    • pp.996-1003
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    • 1990
  • We present algebraic algorithms for collision-avoidance robot motion planning problems with planar geometric models. By decomposing the collision-free space into horizontal vertex visibility cells and connecting these cells into a connectivity graph, we represent the global topological structure of collision-free space. Using the C-space obstacle boundaries and this connectivity graph we generate exact (non-heuristic) compliant and gross motion paths of planar curved objects moving with a fixed orientation amidst similar obstacles. The gross motion planning algorithm is further extended (though using approximations) to the case of objects moving with both translational and rotational degrees of freedom by taking slices of the overall orientations into finite segments.

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Iguana motion synthesis using soft body simulation (연체 시뮬레이션 기반 이구아나 동작 생성)

  • Moon, Jaeseok;Kwon, Taesoo
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.1
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    • pp.33-38
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    • 2017
  • In this paper, we suggest a method to simulate high-quality iguana animation by using low-quality motion capture data. Iguana motion data captured using a small number of markers cannot express its movement precisely, and even with a realistic skin mesh, it shows unnatural movement because of limited degrees of freedom. In order to solve this problem, we propose to simulate a natural and flexible movement by applying a soft-body simulation technique which models the movement of an iguana according to muscle forces and body's elastic forces. We construct a motion graph from the motion capture data to describe the iguana's various movements, and utilize it to select appropriate movements when the iguana moves. A target point on a terrain is set from the user's input, and a graph path is planned based on it. As a result, the input movement of iguana walking on a flat ground transforms to a movement that is adapted in an online manner to the irregular heights of the terrain. Such a movement is used to calculate the ideal muscle lengths that are needed for soft-body simulation. Lastly, a tetrahedral mesh of the iguana is physically simulated to adapt to various situations by applying a soft-body simulation technique.

Surface Mounting Device의 동역학적 모델링 및 상태 민감도 해석

  • 장진희;한창수;김정덕
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 1995.10a
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    • pp.628-634
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    • 1995
  • In the area of assembly process of micro-chips and electronic parts on the printed circuit board, surface mounting device(SMD) is used as a fundamental tool. Generally speaking, the motion of the SMD is based on the ball screw system operated by any type of actuators. The ball screw system is a mechanical transformer which converts the mechanical rotational motion to the translational one. Also, this system could be considered as an efficient motion device against mechanical backash and friction. Therefore a dynamic modeling and stste sensitivity analysis of the ball screw system in SMD have to be done in the initial design stage. In this paper, a simple mathematical dynamic model for this system and the sensitivity snalysis are mentioned. Especially, the bond graph approach is used for graphical modeling of the dynamic system before analysis stage. And the direct differentiation method is used for the state sensitivity analysis of the system. Finally, some trends for the state variables with respect to the design variables could be suggested for the better design based on the results on the results of dynamic and state sensitivity.

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