Conference Paper

Staggered Poses: A Character Motion Representation for Detail-Preserving Editing of Pose and Coordinated Timing.

DOI: 10.2312/SCA/SCA08/137-146 Conference: Proceedings of the 2008 Eurographics/ACM SIGGRAPH Symposium on Computer Animation, SCA 2008, Dublin, Ireland, 2008
Source: DBLP


We introduce staggered poses---a representation of character motion that explicitly encodes coordinated timing among movement features in different parts of a character's body. This representation allows us to provide sparse, pose--based controls for editing motion that preserve existing movement detail, and we describe how to edit coordinated timing among extrema in these controls for stylistic editing. The staggered pose representation supports the editing of new motion by generalizing keyframe--based workflows to retain high--level control after local timing and transition splines have been created. For densely--sampled motion such as motion capture data, we present an algorithm that creates a staggered pose representation by locating coordinated movement features and modeling motion detail using splines and displacement maps. These techniques, taken together, enable feature--based keyframe editing of dense motion data.

2 Reads
  • Source
    [Show abstract] [Hide abstract]
    ABSTRACT: We present a system for interactive kinematic editing of motion paths and timing that employs various biomechanical observations to augment and restrict the edited motion. Realistic path manipulations are enforced by restricting user interaction to handles identified along a motion path using motion extrema. An as-rigid-as-possible deformation technique modified specifically for use on motion paths is used to deform the path to satisfy the usermanipulated handle positions. After all motion poses have been adjusted to satisfy the new path, an automatic timewarping step modifies the timing of the new motion to preserve the timing qualities of the original motion. This timewarp is based on biomechanical heuristics relating velocity to stride length and path curvature, as well as the preservation of acceleration for ballistic motion. We show that our system can be used to quickly and easily modify a variety of locomotive motions, and can accurately reproduce recorded motions that were not used during the editing process.
    Proceedings of the 2011 Eurographics/ACM SIGGRAPH Symposium on Computer Animation, SCA 2011, Vancouver, BC, Canada, 2011; 01/2011
  • [Show abstract] [Hide abstract]
    ABSTRACT: Motion capture is an increasingly popular animation technique; however data acquired by motion capture can become substantial. This makes it difficult to use motion capture data in a number of applications, such as motion editing, motion understanding, automatic motion summarization, motion thumbnail generation, or motion database search and retrieval. To overcome this limitation, we propose an automatic approach to extract keyframes from a motion capture sequence. We treat the input sequence as motion curves, and obtain the most salient parts of these curves using a new proposed metric, called 'motion saliency'. We select the curves to be analysed by a dimension reduction technique, Principal Component Analysis (PCA). We then apply frame reduction techniques to extract the most important frames as keyframes of the motion. With this approach, around 8% of the frames are selected to be keyframes for motion capture sequences. Copyright © 2010 John Wiley & Sons, Ltd.
    Computer Animation and Virtual Worlds 01/2011; 22(1):3-14. DOI:10.1002/cav.380 · 0.46 Impact Factor
  • Source
    [Show abstract] [Hide abstract]
    ABSTRACT: The squash-and-stretch describes the rigidity of the character. This effect is the most important technique in traditional cartoon animation. In this paper, we introduce a method that applies the squash-and-stretch effect to character motion. Our method exaggerates the motion by sequentially applying the spatial exaggeration technique and the temporal exaggeration technique. The spatial exaggeration technique globally deforms the pose in order to make the squashed or stretched pose by modeling it as a covariance matrix of joint positions. Then, the temporal exaggeration technique computes a time-warping function for each joint, and applies it to the position of the joint allowing the character to stretch its links appropriately. The motion stylized by our method is a sequence of squashed and stretched poses with stretching limbs. By performing a user survey, we prove that the motion created using our method is similar to that used in 2D cartoon animation and is funnier than the original motion for human observers who are familiar with 2D cartoon animation.
    03/2011; 18(3):488-500. DOI:10.1109/TVCG.2011.48
Show more


2 Reads
Available from