Beyond keyframe animations: a controller character-based stepping approach

Ben Kenwright, Chu-Chien Huang
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引用次数: 3

Abstract

We present a controllable stepping method for procedurally generating upright biped animations in real-time for three dimensional changing environments without key-frame data. In complex virtual worlds, a character's stepping location can be limited or constrained (e.g., on stepping stones). While it is common in pendulum-based stepping techniques to calculate the foot-placement location to counteract disturbances and maintain a controlled speed while walking (e.g, the capture-point), we specify a foot location based on the terrain constraints and change the leg-length to accomplish the same goal. This allows us to precisely navigate a complex terrain while remaining responsive and robust (e.g., the ability to move the foot to a specific location at a controlled speed and trajectory and handle disruptions). We demonstrate our models ability through various simulation situations, such as, push disturbances, walking on uneven terrain, walking on stepping stones, and walking up and down stairs. The questions we aim to address are: Why do we use the inverted pendulum model? What advantages does it provide? What are its limitations? What are the different types of inverted pendulum model? How do we control the inverted pendulum? and How do we make the inverted pendulum a viable solution for generating 'controlled' character stepping animations?
超越关键帧动画:基于控制器字符的步进方法
我们提出了一种可控制的步进方法,用于在没有关键帧数据的情况下实时生成三维变化环境下的直立两足动物动画。在复杂的虚拟世界中,角色的行走位置可能会受到限制(例如,在踏脚石上)。在基于钟摆的步进技术中,计算脚的放置位置以抵消干扰并在行走时保持可控的速度(例如,捕获点)是很常见的,我们根据地形约束指定脚的位置,并改变腿的长度来实现相同的目标。这使我们能够在复杂地形中精确导航,同时保持响应性和鲁棒性(例如,以受控的速度和轨迹将脚移动到特定位置并处理中断的能力)。我们通过各种模拟场景来证明我们的模型的能力,例如推扰,在不平坦的地形上行走,在垫脚石上行走,上下楼梯。我们要解决的问题是:为什么我们要使用倒立摆模型?它有什么优点?它的局限性是什么?倒立摆模型有哪些不同类型?我们如何控制倒立摆?我们如何使倒立摆成为生成“受控”角色步进动画的可行解决方案?
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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