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Abstract
Natural locomotion of virtual characters is very important
in games and simulations. The naturalness of the total motion strongly depends on both the path
the character chooses and the animation of the walking character. Therefore, much work has been done
on path planning and generating walking animations. However, the combination of both fields has received
less attention. Combining path planning and motion synthesis introduces several problems. In this paper,
we will identify two problems and propose possible solutions.
The first problem is selecting an appropriate distance metric for locomotion synthesis. When concatenating
clips of locomotion, a distance metric is required to detect good transition points. We have
evaluated three common distance metrics both quantitatively (in terms of footskating, path deviation and
online running time) and qualitatively (user study). Based on our observations, we propose a set of guidelines
when using these metrics in a motion synthesizer.
The second problem is the fact that there is no
single point on the body that can follow the path generated by the path planner without causing
unnatural animations. This raises the question how the character should follow the path. We will show
that enforcing the pelvis to follow the path will lead to unnatural animations and that our proposed
solution, which uses path abstractions, generates significantly better animations.
Reference
Ben J.H. van Basten, Arjan Egges and Roland Geraerts.
Combining Path Planners and Motion Graphs.
In Computer Animation and Virtual Worlds (CAVW), 22:59-78, 2011.
Full text: [pdf]
Movie
Preventing unnatural pelvis oscillation [wmv].
Generation of locomotion along a smooth obstacle-free path.
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