This thesis presents a discussion of motion of a six-legged walking
machine following removal of one leg constraint. To take a step, one leg
must be lifted and placed at some other position. As soon as the constraint
provided by the leg is removed, however the machine begins to fall....
This paper presents an empirical approach for measuring and characterizing the responsiveness of a character to changes in goal. Our approach is based on keeping track of the character's progress towards a frequently changing goal. A "distance-to-goal" function is defined to measure the progress. We then calculate an asymptotic proportion...
Graph-based approaches for sequencing motion capture data have produced some of the most realistic and controllable character motion to date. Most previous graph-based approaches have employed a run-time global search to find paths through the motion graph that meet user-defined constraints such as a desired locomotion path. Such searches do...
In this dissertation, we present a user-in-the-loop method for the design of an interactive motion data structure that benefits from the advantages of both motion graphs and blend-based techniques. Our novel approach automatically analyzes a traditional motion graph built from labeled motion clips. The result is a more condensed, coarser...
Recent efforts in user-control of data-driven characters have focused on designing high-level graph data-structures that we call a Behavior Finite State Machine (BFSM). A BFSM is an interactive data-structure that benefits from the advantages of both motion graphs and blend-based techniques for generating animated motion. Each node in a BFSM...
Motion capture data is a digital representation of the complex temporal structure of human motion. Motion capture is widely used for data-driven animation in sports,medicine and entertainment, because of its ability to capture complex and realistic
motions. Due to its efficiency and cost, methods for reusing collections of motion capture...