Abstract
Synthesizing motions for legged characters in arbitrary environments is a long-standing problem that has recently received a lot of attention from the computer graphics community. We tackle this problem with a procedural approach that is generic, fully automatic, and independent from motion capture data. The main contribution of this article is a point-mass-model-based method to synthesize Center Of Mass trajectories. These trajectories are then used to generate the whole-body motion of the character.
The use of a point mass model results in physically inconsistent motions and joint limit violations when mapped back to a full- body motion. We mitigate these issues through the use of a novel formulation of the kinematic constraints that allows us to generate a quasi-static Center Of Mass trajectory in a way that is both user-friendly and computationally efficient. We also show that the quasi-static constraint can be relaxed to generate motions usable for computer animation at the cost of a moderate violation of the dynamic constraints.
Our method was integrated in our open-source contact planner and tested with different scenarios—some never addressed before—featuring legged characters performing non-gaited motions in cluttered environments. The computational efficiency of our trajectory generation algorithm (under one ms to compute one second of trajectory) enables us to synthesize motions in a few seconds, one order of magnitude faster than state-of-the-art methods. Although our method is empirically able to synthesize collision-free motions, the formal handling of environmental constraints is not part of the proposed method and left for future work.
The use of a point mass model results in physically inconsistent motions and joint limit violations when mapped back to a full- body motion. We mitigate these issues through the use of a novel formulation of the kinematic constraints that allows us to generate a quasi-static Center Of Mass trajectory in a way that is both user-friendly and computationally efficient. We also show that the quasi-static constraint can be relaxed to generate motions usable for computer animation at the cost of a moderate violation of the dynamic constraints.
Our method was integrated in our open-source contact planner and tested with different scenarios—some never addressed before—featuring legged characters performing non-gaited motions in cluttered environments. The computational efficiency of our trajectory generation algorithm (under one ms to compute one second of trajectory) enables us to synthesize motions in a few seconds, one order of magnitude faster than state-of-the-art methods. Although our method is empirically able to synthesize collision-free motions, the formal handling of environmental constraints is not part of the proposed method and left for future work.
Original language | English |
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Article number | 176 |
Pages (from-to) | 176:1-176:14 |
Number of pages | 15 |
Journal | ACM Transactions on Graphics |
Volume | 37 |
Issue number | 5 |
DOIs | |
Publication status | Published - 26 Nov 2018 |
Keywords / Materials (for Non-textual outputs)
- Center Of Mass
- Character animation
- motion planning
- multi-contact locomotion
- physical simulation