Creating and editing motion machines for 3D characters Public Deposited

http://ir.library.oregonstate.edu/concern/graduate_thesis_or_dissertations/hx11xk00s

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  • 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 represents a single behavior that can be parametrized. Each edge represents a valid transition between two behaviors and is associated with a probability that indicates the likelihood of the transition. This work focuses on “semi-automatic” and “user-in-the-loop” techniques for creating and editing a BFSM. We present a “mining” approach to learn the structure of a BFSM from a set of annotated motion-clips. We also present several optimization-based approaches to edit the BFSM and we evaluate them with a comparative study.
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