Editing and constraining kinematic approximations of dynamic motion

Cyrus Rahgoshay, A. Rabbani, Karan Singh, P. Kry
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Abstract

Physical simulation is now a robust and common approach to recreating reality in virtual worlds and is almost universally used in the animation of natural phenomena, ballistic objects, and character accessories like clothing and hair. Despite these great strides, the animation of primary characters continues to be dominated by the kinematic techniques of motion capture and above all traditional keyframing. Two aspects of a primary character in particular, skeletal and facial motion, are often laboriously animated using kinematics. There are perhaps three chief reasons for this. First, kinematics, unencumbered by physics, provides the finest level of control necessary for animators to breathe life and personality into their characters. Second, this control is direct and history-free, in that the authored state of the character, set at any point in time is precisely observed upon playback and its impact on the animation is localized to a neighborhood around that time. Third, animator interaction with the time line is WYSIWYG (what-you-see-is-what-you-get), allowing them to scrub to various points in time and observe the character state without having to playback the entire animation. Secondary dynamics can be overlaid on primarily kinematic character motion to enhance the visceral feel of their characters. But unfortunately compromise the second and third reasons animators rely on pure kinematic control.
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编辑和约束动态运动的运动学逼近
物理模拟现在是在虚拟世界中重建现实的一种强大而常见的方法,并且几乎普遍用于自然现象的动画,弹道物体和角色配件(如服装和头发)。尽管有这些巨大的进步,主要角色的动画仍然由运动捕捉的运动学技术和最重要的传统关键帧控制。特别是主要角色的两个方面,骨骼和面部运动,通常使用运动学来制作动画。这可能有三个主要原因。首先,运动学,不受物理的阻碍,为动画师提供了最好的控制水平,为他们的角色注入生命和个性。其次,这种控制是直接的,与历史无关,因为角色在任何时间点的创作状态都是在回放时精确观察到的,它对动画的影响也被定位在那个时间点附近。第三,动画师与时间线的交互是所见即所得(WYSIWYG),允许他们在不同的时间点上观察角色状态,而无需回放整个动画。次要动态可以叠加在主要的运动学角色运动上,以增强角色的内在感觉。但不幸的是,第二个和第三个原因妥协了,动画师依赖于纯粹的运动学控制。
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