• Title/Summary/Keyword: Kinematic Animation

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A Method for Creating Natural Animation by Interaction with Operators

  • Lee, Ji-Hong;Kim, Sung-Su
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.117.3-117
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    • 2001
  • This paper deals with a method for creating animation by interaction with animation operators. Operators are able to edit/transform any given motion data to more natural animations by the motion editing method proposed in this paper. The proposed technique is especially useful when some paris of character structure are changed. The system to be proposed is designed to fully utilize the experience of animation operators as well as to accomodate semi-automation process with spline interpolation. An example for retargeting a given motion data to a new character of dramatically changed kinematic structure.

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Using Maya Walking Motion Analysis in the Changing Environment of the Ground and Implement Realistic Character Animation (마야를 이용한 지형변화 환경에서의 보행동작 분석과 현실적 캐릭터 애니메이션 구현)

  • Yoon, Yeo-Geun;Song, Teuk-Seob
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.521-523
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    • 2012
  • In the field of virtual reality and game production with realistic, real-time character's behavior is frequently used. In this paper, the terrain changes or other actions on the surrounding environment by implementing adaptive any action that is the most natural and can be adapted to analyze real-time character animation is implemented. For this purpose, in order to control the various movements of the character of the human body, by highlighting the major joints Kinematic dummy character animation is to create a way. Changes in terrain height difference of the two stairs that could cause analysis of the behavior in the environment and the other on the surrounding environment by adapting behavior to analyze the behavior of the slope climbing Based on this, the character animation is implemented.

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A Motion Editing System for Handling Autonomous Creation of Character Animation

  • Lee, Ji-Hong;Kim, In-Sik
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.117.1-117
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    • 2001
  • A motion handling technique that transforms existing animation motion data to a mathematically well-defined form. The transformed data can be utilized in any kind of autonomous motion creation process that handles such cases as changed environment, structure (kinematic / dynamic) modification, or changed constraints. To overcome the computational burden of traditional spacetime optimization, we divide full motion data frame into several parts, and we applied the transformation technique to each part using an optimizing tool(CFSQP). To show Ire feasibility of the proposed method, a comparison study results with traditional technique is included.

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The environment developement for analysis of a quadruped robot using animation (애니메이션을 이용한 사각보행로보트 해석 환경의 개발)

  • 최병욱;정명진;변증남
    • 제어로봇시스템학회:학술대회논문집
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    • 1988.10a
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    • pp.119-124
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    • 1988
  • In this paper, we developed an environment for the analysis of kinematic characteristics of a quadruped robot using animation with simple task planning in SUN3 workstation. The projection method and related graphic utilities are developed, and we considered user interface with mouse. The legs with pantograph mechanism are mathmatically modelled and they will be used for the simulation of algorithms to be develped in the graphic monitor.

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Motion Characteristic Capturing : Example Guided Inverse Kinematics (동작 특성 추출 : 동작 모방에 기초한 향상된 역 운동학)

  • 탁세윤
    • Proceedings of the Korea Society for Simulation Conference
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    • 1999.04a
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    • pp.147-151
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    • 1999
  • This paper extends and enhances the existing inverse kinematics technique using the concept of motion characteristic capturing. Motion characteristic capturing is not about measuring motion by tracking body points. Instead, it starts from pre-measured motion data, extracts the motion characteristics, and applies them in animating other bodies. The resulting motion resembles the originally measured one in spite of arbitrary dimensional differences between the bodies. Motion characteristics capturing is a new principle in kinematic motion generalization to process measurements and generate realistic animation of human being or other living creatures.

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Human Motion Control Using Dynamic Model (동력학 모델을 이용한 인체 동작 제어)

  • Kim, Chang-Hoe;O, Byeong-Ju;Kim, Seung-Ho
    • Journal of the Ergonomics Society of Korea
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    • v.18 no.3
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    • pp.141-152
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    • 1999
  • In this paper, We performed the human body dynamic modelling for the realistic animation based on the dynamical behavior of human body, and designed controller for the effective control of complicate human dynamic model. The human body was simplified as a rigid body which consists of 18 actuated degrees of freedom for the real time computation. Complex human kinematic mechanism was regarded as a composition of 6 serial kinematic chains : left arm, right arm, support leg, free leg, body, and head. Based on the this kinematic analysis, dynamic model of human body was determined using Newton-Euler formulation recursively. The balance controller was designed in order to control the nonlinear dynamics model of human body. The effectiveness of designed controller was examined by the graphical simulation of human walking motion. The simulation results were compared with the model base control results. And it was demonstrated that, the balance controller showed better performance in mimicking the dynamic motion of human walking.

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Mobility Analysis and Flexible Motion Control of Mobile Manipulator System (이동 매니퓰레이터 시스템의 운동성 해석과 유연한 동작 제어)

  • Lim, Mee-Seub;Oh, Sang-Rok;Kim, Kwang-Bae;Yi, Byung-Ju;Lim, Joon-Hong
    • Proceedings of the KIEE Conference
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    • 2000.07d
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    • pp.2735-2737
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    • 2000
  • In this paper, we deal with modeling and analysis for mobile manipulator systems. In order to avoid the difficulties occurring due to slippage or unevenness of the terrain, we propose the utilization of minimum actuators. In this case, the resulting systems typically possess kinematic redundancies which can be beneficially employed for correcting the position error. A simple PD control method along with kinematic redundancy is employed to recover position errors for trajectory control in task space. Several primary and secondary criteria utilizing kinematic redundancy of the mobile manipulator system are tested through graphic animation.

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An Effective Visualization of Intricate Multi-Event Situations by Reusing Primitive Motions and Actions

  • Park, Jong Hee;Choi, Jun Seong
    • International Journal of Contents
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    • v.15 no.4
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    • pp.16-26
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    • 2019
  • The efficient implementation of various physical actions of agents to respond to dynamically changing situations is essential for the simulation of realistic agents and activities in a cyber world. To achieve a maximum diversity of actions and immediate responsiveness to abrupt changes in situations, we have developed an animation technique in which complex actions are recursively constructed by reusing a set of primitive motions, and agents are designed to react in real-time to abrupt ambient changes by computationally satisfying kinematic constraints on body parts with respect to their goals. Our reusing scheme is extended to visualize the procedure of realistic intricate situations involving many concurring events. Our approach based on motion reuse and recursive assembly has clear advantages in motion variability and action diversity with respect to authoring scalability and motion responsiveness compared to conventional monolithic (static) animation techniques. This diversity also serves to accommodate the characteristic unpredictability of events concurring in a situation due to inherent non-determinism of associated conditions. To demonstrate the viability of our approach, we implement several composite and parallel actions in a dynamically changing example situation involving events that were originally independent until coincidentally inter-coupled therein.

Computer Graphic Animation based on Forward Dynamic Simulation (Forward Dynamic 시뮬래이션을 이용한 컴퓨터 그래픽 애니매이션)

  • Park, Jihun
    • Journal of the Korea Computer Graphics Society
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    • v.2 no.1
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    • pp.48-60
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    • 1996
  • This paper present a new technique for doing realistic computer animation. The method is based on forward dynamic simulation and nonlinear problem solving (parameter optimization) technique. Objects are modelled physically and simulated faithfully while satisfying kinematic and geometric constraints. This forward dynamic simulation gives us very realistic motions especially for non-voluntary motions. Then we extend simulation technique to do animation using parameter optimization. The basic idea is to add motion control over the entire animation. The motion control is finding optimal solutions while satisfying user's animation goals. We provide two different animation technique; one is for rigid body without joint actuators and the other is for rigid body with linear joint actuators. To achieve motion control, we convert single simulation to single nonliner function evaluation while either setting initial conditions as variables for the function or allocating control variables in terms of time. This method is presented with two animation examples: dice-magic and human stand-up.

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Analysis on the Computational complexities of Motion Editing for Graphic Animation (효율적인 애니메이션을 위한 모션 에디팅 방법의 계산량분석에 관한 연구)

  • Lee, Jihong;Kim, Insik;Kim, Sungsu
    • Journal of Institute of Control, Robotics and Systems
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    • v.8 no.1
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    • pp.28-36
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    • 2002
  • Regarding efficient development of computer graphic animations, lots of techniques for editing or transforming existing motion data have been developed. Basically, the motion transformation techniques follow optimization process. To make the animation be natural, almost all the techniques utilize kinematics and dynamics in constructing constraints for the optimization. Since the kinematic and dynamic structures of virtual characters to be animated are very complex, the most time-consuming part is known to the optimization process. In order to suggest some guide lines to engineers involved in the motion transformation, in this paper, we analyze the computational complexities for typical motion transformation in quantitative manner as well as the possibility for parallel computation.