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Animating non-humanoid characters with human motion data

Published: 02 July 2010 Publication History

Abstract

This paper presents a method for generating animations of non-humanoid characters from human motion capture data. Characters considered in this work have proportion and/or topology significantly different from humans, but are expected to convey expressions and emotions through body language that are understandable to human viewers. Keyframing is most commonly used to animate such characters. Our method provides an alternative for animating non-humanoid characters that leverages motion data from a human subject performing in the style of the target character. The method consists of a statistical mapping function learned from a small set of corresponding key poses, and a physics-based optimization process to improve the physical realism. We demonstrate our approach on three characters and a variety of motions with emotional expressions.

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  • (2024)AniCraft: Crafting Everyday Objects as Physical Proxies for Prototyping 3D Character Animation in Mixed RealityProceedings of the 37th Annual ACM Symposium on User Interface Software and Technology10.1145/3654777.3676325(1-14)Online publication date: 13-Oct-2024
  • (2024)Embodied Tentacle: Mapping Design to Control of Non-Analogous Body Parts with the Human BodyProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642340(1-19)Online publication date: 11-May-2024
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    SCA '10: Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
    July 2010
    256 pages

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    Eurographics Association

    Goslar, Germany

    Publication History

    Published: 02 July 2010

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    SCA '10 Paper Acceptance Rate 24 of 56 submissions, 43%;
    Overall Acceptance Rate 183 of 487 submissions, 38%

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    View all
    • (2024)Selfrionette: A Fingertip Force-Input Controller for Continuous Full-Body Avatar Manipulation and Diverse Haptic InteractionsProceedings of the 37th Annual ACM Symposium on User Interface Software and Technology10.1145/3654777.3676409(1-14)Online publication date: 13-Oct-2024
    • (2024)AniCraft: Crafting Everyday Objects as Physical Proxies for Prototyping 3D Character Animation in Mixed RealityProceedings of the 37th Annual ACM Symposium on User Interface Software and Technology10.1145/3654777.3676325(1-14)Online publication date: 13-Oct-2024
    • (2024)Embodied Tentacle: Mapping Design to Control of Non-Analogous Body Parts with the Human BodyProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642340(1-19)Online publication date: 11-May-2024
    • (2023)ACE: Adversarial Correspondence Embedding for Cross Morphology Motion Retargeting from Human to Nonhuman CharactersSIGGRAPH Asia 2023 Conference Papers10.1145/3610548.3618255(1-11)Online publication date: 10-Dec-2023
    • (2023)HandAvatar: Embodying Non-Humanoid Virtual Avatars through HandsProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581027(1-17)Online publication date: 19-Apr-2023
    • (2022)HumanConQuad: Human Motion Control of Quadrupedal Robots using Deep Reinforcement LearningSIGGRAPH Asia 2022 Emerging Technologies10.1145/3550471.3564762(1-2)Online publication date: 6-Dec-2022
    • (2020)Feasible Stylized MotionProceedings of the 7th International Conference on Movement and Computing10.1145/3401956.3404188(1-8)Online publication date: 15-Jul-2020
    • (2020)MoveAEProceedings of the 2020 ACM/IEEE International Conference on Human-Robot Interaction10.1145/3319502.3374807(481-489)Online publication date: 9-Mar-2020
    • (2019)Interactive animation generation of virtual characters using single RGB-D cameraThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-019-01678-735:6-8(849-860)Online publication date: 1-Jun-2019
    • (2018)Live SketchProceedings of the 2018 CHI Conference on Human Factors in Computing Systems10.1145/3173574.3174236(1-12)Online publication date: 21-Apr-2018
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