Wrestle Alone : Creating Tangled Motions of Multiple Avatars from Individually Captured Motions

Edmond S. L. Ho, T. Komura
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引用次数: 10

Abstract

Animations of two avatars tangled with each other often appear in battle or fighting scenes in movies or games. However, creating such scenes is difficult due to the limitations of the tracking devices and the complex interactions of the avatars during such motions. In this paper, we propose a new method to generate animations of two persons tangled with each other based on individually captured motions. We use wrestling as an example. The inputs to the system are two individually captured motions and the topological relationship of the two avatars computed using Gauss Linking Integral (GLI). Then the system edits the captured motions so that they satisfy the given topological relationship. Using our method, it is possible to create / edit close-contact motions with minimum effort by the animators. The method can be used not only for wrestling, but also for any movement that requires the body to be tangled with others, such as holding a shoulder of an elderly to walk or a soldier piggy-backing another injured soldier.
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单独摔跤:从单个捕获的动作中创建多个头像的纠缠动作
电影或游戏中的战斗场面中经常出现两个角色纠缠在一起的动画。然而,由于跟踪设备的限制和在这种运动中虚拟角色的复杂交互,创建这样的场景是困难的。在本文中,我们提出了一种基于单独捕获的动作来生成两个人相互纠缠的动画的新方法。我们以摔跤为例。系统的输入是两个单独捕获的运动和使用高斯链接积分(GLI)计算的两个化身的拓扑关系。然后,系统对捕获的运动进行编辑,使其满足给定的拓扑关系。使用我们的方法,动画师可以用最小的努力创建/编辑近距离接触动作。这种方法不仅可以用于摔跤,还可以用于任何需要身体与他人纠缠的运动,比如扶着老人的肩膀走路,或者一个士兵背着另一个受伤的士兵。
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