Personalised real-time idle motion synthesis

A. Egges, T. Molet, N. Magnenat-Thalmann
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引用次数: 89

Abstract

In this paper, we propose an animation approach based on principal component analysis that allows generating two layers of subtle motions: small posture variations and personalised change of balance. Such a motion generator is needed in many cases when one attempts to create an animation sequence out of a set of existing clips. In nature there exists no motionless character, while in computer animation we often encounter cases where no planned actions, such as waiting for another actor finishing his/her part, is implemented as a stop/frozen animation. We identify many situations where a flexible idle motion generator can help: from synchronisation of speech/body animation duration, to dynamic creation of stand still variations in between two active plays. Our approach overcomes the limitations of using a small set of existing clips as a basis for synthesizing idle motions, such as unnatural repetition of movements and difficulties to insert idle motions into an animation without breaking its continuity. A realistic animation is obtained by blending small posture variations with personalised balance shifting animations.
个性化的实时空闲运动合成
在本文中,我们提出了一种基于主成分分析的动画方法,该方法允许生成两层细微动作:小姿势变化和平衡的个性化变化。在许多情况下,当一个人试图从一组现有剪辑中创建动画序列时,需要这样的运动生成器。在自然界中不存在静止不动的角色,而在电脑动画中,我们经常遇到没有计划的动作,比如等待另一个演员完成他/她的角色,被实现为停止/冻结动画。我们确定了许多灵活的空闲运动生成器可以提供帮助的情况:从同步语音/身体动画持续时间,到动态创建两个活动游戏之间的静止变化。我们的方法克服了使用一小部分现有剪辑作为合成空闲动作的基础的局限性,例如运动的不自然重复以及在不破坏其连续性的情况下将空闲动作插入动画中的困难。将微小的姿态变化与个性化的平衡移动动画相结合,获得逼真的动画效果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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