Implement
a simplified physical based skater animation.
Be
familiar with the techniques of human figure modeling, control and
specification of character motion. Hope this class project will lead to the further
study and research.
¡ñ Chapter 7 ¨C ¡°Computer Animation:
Algorithm and Techniques¡± by
Richard Parent
¡ñ
Robot
Dynamics: Equations and Algorithms
by Roy Featherstone and
David Orin
¡ñ
Animation
Lab at Georgia Tech (1999)
-
Athletic behaviors
-
Transition (leaping, jumping, balancing and landing)
-
Hodgins, J. K., Wooten, W. L., Brogan, D. C., O'Brien, J. F., (1995) Animating Human
Athletics. Siggraph '95.
-
W. L. Wooten and J. K. Hodgins, Animation of
Human Diving , Computer Graphics Forum 15(1) pp. 3-13, (March 1996).
- James F. O¡¯Brien, Victor B. Zordan, and Jessica K. Hodgins Combining
Active and Passive Simulation for the Secondary Motion
-
Physically
based character animation
¡ñ Po-Feng Yang and Joe Laszlo and Karan
Singh, SCA '04, Layered dynamic control for interactive
character swimming
¡ñ Petros Faloutsos¡¯ papers and dissertation
Youri Dimitrov and Cheng Zhang
-
get
a simple model ready;
-
analyze
a couple of motion sequences;
-
implement
a simplified system of physically based skater animation.
DANCE
is a software package for computer graphics and animation research, especially
for physical-based character animation. It is developed by people at UCLA
Computer Graphics Lab. We spent a lot of time to explore this software this
week.
DANCE has
following main features:
DANCE GUI
with an articulated object.

A simple pose
of a skater created by using IK chain.

¡¤
More
readings:
1.
Mechanical
Universe: Mechanics and heat
2.
David
Baraf¡¯s SIGGRAPH course notes: 95, 97.
3.
Dynamic
section: lecture notes
4.
Open Dynamics Engine User
guide, ODE
tutorial.
5.
SD/FAST
user manual
6.
References of rigid body
dynamics from Chris Hecker
¡¤
Further
DANCE exploration
1.
Simple
Spin Pose (with angular velocity)
|
|
|
The model with collision points.
The
model with collision spheres.
2.
Adding
a collision plane.
|
|
|
Adding a collision plane with mu = 0.
With the
collision geometry.
To
have desired motions, except for target poses, we need to create dynamic
controllers through scripts and plug-ins. The dynamic control over physically
based character animation in Dance is addressed in the following papers. The
basic concept is proportional derivative control (PD control).
DANCE
related papers:
1.
Brian
Allen, Derek Chu, Ari Shapiro and Petros Faloutsos, On the
Beat! Timing and Tension for Dynamic Characters, ACM SIGGRAPH/EUROgraphics
Symposium on Computer Animation (SCA), ACM Press, 2007
2.
A. Shapiro, D. Chu, B. Allen, P. Faloutsos, The
Dynamic Controller Toolkit, Sandbox Videogame Symposium, pp. 15-20, San
Diego, California, August, 2007
3.
A. Shapiro, P. Faloutsos, V. Ng-Thow-Hing, Dynamic Animation
and Control Environment, Graphics Interface 2005, pp. 61-70, Victoria,
British Columbia, Canada, May, 2005.
4.
A. Shapiro, F. Pighin, P. Faloutsos, Hybrid
Control For Interactive Character Animation, The Eleventh Pacific
Conference on Computer Graphics and Applications, pp. 455-460, Canmore,
Alberta, Canada, October, 2003
What
is a PD controller?
Control tutorials from
the University of Michigan
Create
a simple Plug-in in Dance:

A
Dance plug-in named SimpleTest has been created and added into Dance plug-in
pool.
Two
tests of a simple controller are listed as follows.
1.
angular
velocity at the root of the articulated objects is 10, friction is 0.01.
|
|
|
|
|
|
Frame
6 |
Frame
18 |
Frame
25 |
Frame
32 |
2.
angular
velocity at the root of the articulated objects is 15, friction is 0.01.
|
|
|
|
|
|
Frame 6 |
Frame 18 |
Frame 25 |
Frame 32 |
We
also use target pose control scheme. The results are listed as follows:
|
The initial pose |
The target pose |
|
|
|
1.
Use
the original setup to test the motion.
2.
Then
constrain DOFs of hip and legs.
|
|
|
3.
Apply
the initial angular velocity 500, 200 to the root.
Week 10 (2 Jun 2008)
Goal: Triple
Jump
Triple
jump of a ice skater can be modeled by projectile motion which is used to describe the path of any
object going through the air under it's own influence.
In
order to perform a single, a double, a triple, or even a quadruple jump, an ice
skater must jump higher, rotate faster, or do combination of both.
The
increase in jump height gives the skater more time to complete the required
number of revolutions.
http://btc.montana.edu/olympics/physbio/biomechanics/cam03.html