Goal-directed, dynamic animation of human walking

Armin Bruderlin, T. Calvert
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引用次数: 395

Abstract

This paper presents a hybrid approach to the animation of human locomotion which combines goal-directed and dynamic motion control. Knowledge about a locomotion cycle is incorporated into a hierarchical control process. The desired locomotion is conveniently specified at the top level as a task (e.g. walk at speed v), which is then decomposed by application of the concepts of step symmetry and state-phase-timings. As a result of this decomposition, the forces and torques that drive the dynamic model of the legs are determined by numerical approximation techniques. Rather than relying on a general dynamic model, the equations of motion of the legs are tailored to locomotion and analytically constrained to allow for only a specific range of movements. The dynamics of the legs produce a generic, natural locomotion pattern which is visually upgraded by some kinematic "cosmetics" derived from such principles as virtual leg and determinants of gait. A system has been implemented based on these principles and has shown that when a few parameters, such as velocity, step length and step frequency are specified, a wide variety of human walks can be generated in almost real-time.
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目标导向的,人类行走的动态动画
提出了一种目标导向与动态运动控制相结合的人体运动动画的混合方法。关于运动周期的知识被纳入分层控制过程。期望的运动在顶层被方便地指定为一个任务(例如以速度v行走),然后通过应用步长对称和状态-相位定时的概念对其进行分解。由于这种分解,驱动腿的动态模型的力和扭矩由数值近似技术确定。而不是依赖于一般的动态模型,腿的运动方程是量身定制的运动和分析约束,只允许特定范围的运动。腿的动力学产生了一种通用的、自然的运动模式,这种模式通过一些运动学“化妆品”在视觉上进行了升级,这些“化妆品”来源于虚拟腿和步态决定因素等原则。一个基于这些原理的系统已经实现,并表明当几个参数,如速度,步长和步频被指定时,可以几乎实时地生成各种各样的人类行走。
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