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Motion Editing

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Motion editing is the process of manipulating and refining animated sequences or video footage to enhance visual storytelling. It involves adjusting timing, transitions, and effects to achieve desired artistic outcomes, ensuring coherence and fluidity in motion graphics or film production.
Motion editing methods have been widely used to create realistic human animation, which is vital to maintain footplant constrains during motion editing process. In this paper, we present a simple but efficient way for footplant... more
Time warping allows users to modify timing without affecting poses. It has many applications in animation systems for motion editing, such as rening motions to meet new timing constraints or modifying the acting of animated characters.... more
3D Games frameworks usually have some type of Character Animation System based on a low level layer for animations and a high level layer related with the behavior and intelligence of characters. The low level is responsible for providing... more
In this paper, a computationally efficient parametric blending approach is presented with the application of enriching animation databases. This simplifies the process of creating an animation database, using fewer short clips, as many... more
3D Games frameworks usually have some type of Character Animation System based on a low level layer for animations and a high level layer related with the behavior and intelligence of characters. The low level is responsible for providing... more
Motion capture is a common method to create expressive motions for animated characters. In order to add flexibility when reusing motion data, many ways to modify its style have been developed. However, thorough evaluation of the resulting... more
In this paper we present an approach to reduce the effort for planning robot motions by shifting the planning problem to a high-level representation. We combine classical sampling-based random tree planning with a reactive controller... more
Our aim is to detect the point of release of a thrown virtual projectile in VR/AR. We capture the full-body motion of 18 participants throwing virtual projectiles and extract motion features, such as position, velocity, rotation and... more
This paper presents an integrated set of tools to facilitate the manipulation and reuse of motion capture data. A functional representation in terms of nonuniform B-splines provides a compact and efficient description of motion sequences.... more
We present a novel approach to create stylised animations of gaseous phenomena. Existing computer-assisted systems employ computational physics-based approaches which generate 3D effects. Unfortunately, these effects usually don't look... more
Many applications in computer animation portray the motion of a human arm and torso. Often such applications can benefit from a combination of Inverse (IK) and Forward (FK) Kinematics controls to manipulate the arms of the model. The... more
Many popular motion editing methods do not take physical principles into account potentially producing implausible motions. This paper introduces an efficient method for touching up edited motions to improve physical plausibility. We... more
This paper presents an integrated set of tools to facilitate the manipulation and reuse of motion capture data. A functional representation in terms of nonuniform B-splines provides a compact and efficient description of motion sequences.... more
Utilization of motion capture techniques is becoming more popular in the pipeline of articulated character animation. Based upon captured motion data, defining accurate joints position and joints orientation for the movement of a... more
This paper introduces a system for expressive locomotion generation that takes as input a set of sample locomotion clips and a motion path. Significantly, the system only requires a single sample of straight-path locomotion for each style... more
Performance has a spontaneity and "aliveness" that can be difficult to capture in more methodical animation processes such as keyframing. Access to performance animation has traditionally been limited to either low degree of freedom... more
This paper presents the results of a study using computer human modeling to examine machine appendage speed. The objective was to determine the impact of roof bolter machine appendage speed on the likelihood of the operator coming in... more
Physics-based animation is increasingly being used to create realistic, autonomous animations. Although commercial systems have been developed that produce passive dynamics, lifelike creatures must have their internal forces and torques... more
Skeletal animation being one of the most distinct technics in real-time computer graphic is constantly evolving, since the time it was first implemented. New features, methods of synthesis and processing are being actively worked on and... more
Natural motion of virtual characters is crucial in games and simulations. The quality of such motion strongly depends on the path the character walks and the animation of the character locomotion. Therefore, much work has been done on... more
An ordered series of control poses may be interpolated by a polyscrew (piecewise helical) rigid body motion composed of a series of screws, each interpolating a pair of consecutive control poses. The trajectory of each point during a... more
This paper addresses an issue of solving customers' problems when applying evolutionary computation. Rather than the seemingly more impressive approach of wow-it-allevolved-from-nothing, tinkering with exisiting models can be a more... more
An ordered series of control poses may be interpolated by a polyscrew (piecewise helical) rigid body motion composed of a series of screws, each interpolating a pair of consecutive control poses. The trajectory of each point during a... more
An ordered series of control poses may be interpolated by a polyscrew (piecewise helical) rigid body motion composed of a series of screws, each interpolating a pair of consecutive control poses. The trajectory of each point during a... more
The thesis is organised into thirteen chapters, described in table 1.2.
Figure 1: An avatar walking and dancing driven by a VR user. The avatar animation is based exclusively on the tracking data provided by the VR headset and two handheld controllers.
Figure 1: Battlefield. An existing group motion on the left is adapted to a significantly different environment on the right. In the middle, the blue curves represent the original trajectories, and the white curves are the edited ones.
Designing a unified framework for simulating a broad variety of human behaviors has proven to be challenging. In this article, we present an approach for control system design that can generate animations of a diverse set of behaviors... more
Figure 1: Battlefield. An existing group motion on the left is adapted to a significantly different environment on the right. In the middle, the blue curves represent the original trajectories, and the white curves are the edited ones.
The aim of this work is to model and simulate the humanoid robot HOAP-3 in the OpenHRP3 platform. Our purpose is to create a virtual model of the robot so that different motions and tasks can be tested in different environments. This will... more
We present an application of a fast interactive inverse kinematics method as a dimensionality reduction for monocular human motion estimation. The inverse kinematics solver deals efficiently and robustly with box constraints and does not... more
It is time-consuming for an animator to explicitly model joint types and joint limits of articulated figures. In this paper we describe a simple and fast approach to automated joint estimation from motion capture data of articulated... more
We investigate the use of multi-linear models to represent human motion data. We show that naturally occurring modes in several classes of motion can be used to efficiently represent the motions for various animation tasks, such as... more
Realistic movements of 3-Dimension (3D) human character play a very important role in virtual environment. Nonetheless, the main challenge in this field is to deform a new style of motions from original motion capture data input. The... more
Existing work on animation synthesis can be roughly split into two approaches, those that combine segments of motion capture data, and those that perform inverse kinematics. In this paper, we present a method for performing animation... more
The locomotion pattern is characterized by a translation displacement mostly occurring along the forward frontal body direction, whereas local repositioning with large reorientations , i.e. stepping, may induce translations both along the... more
In this paper we describe efforts to create a physically based system that automatically produces realistic realtime animations of walking figures, controlled by a neural network, the weights and functionality of which is evolved by... more
Many applications in computer animation portray the motion of a human arm and torso. Often such applications can benefit from a combination of Inverse (IK) and Forward (FK) Kinematics controls to manipulate the arms of the model. The... more
Virtual humans are more and more used in VR applications, but their animation is still a challenge, especially if complex tasks must be carried out in interaction with the user. In many applications with virtual humans, credible virtual... more
In this paper, we present an interactive motion deformation method to modify animations so that they satisfy a set of prioritized constraints. Our approach successfully handles the problem of retargetting, adjusting a motion, as well as... more
Copyright Notice Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profi t or direct commercial advantage and... more
We introduce an acting-based animation system for creating and editing character animation at interactive speeds. Our system requires minimal training, typically under an hour, and is well suited for rapidly prototyping and creating... more
Motion capture involves recording the position and global orientation of joint sensors of a real object, in most cases a real person performing some human activities. This information is usually recorded at uniformly spaced instances of... more