Automatic Animation of Human Arm Motion
Stanford, 1994
People
Project Description
This research involves using path-planning algorithms from robotics to
automatically generate computer animation sequences for human
figures. If you would like to read more about this project in detail,
see the 1994 edition of COMPUTER GRAPHICS (the conference proceedings
of SIGGRAPH '94) for our group's research paper entitled Planning
Motions with Intentions.
In order to demonstrate the potential for automating the animation of
grasping and manipulation motions, we collaborated to produce a 2 minute short film. The sequence involves a human and a robot playing a hypothetical game of chess in a futuristic world, in which all of the motion was generated using a randomized path-planning technique.
Demonstrations
The animation below was shown at the Siggraph '94 Electronic Theater
in Orlando, Florida, as well as numerous other International venues.
The work is based on the inverse kinematics algoritm of Koichi Kondo, and a
multi-arm manipulation planner invented by Yoshihito Koga. It is NOT
a key-framed
animation, rather the motions were specified at the
task-level and computed
automatically. Only ten intermediate goals were specified to
complete the entire
animation sequence. Read more about the making
of ENDGAME
if you are interested.
ENDGAME complete animation sequence (2:06 sec)
Movie formats available
MPEG (without sound) (2.2 MB)
QuickTime (w/ sound) (4.6 MB)
Smaller Quicktime versions of "ENDGAME: are available
here.
Screen shots from "ENDGAME"
Click on the thumbnail pictures below to see a full-size image of the actual
animation frame.
More recent results
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Further research has been conducted towards designing
a general framework for creating autonomous animated
characters that can sense, plan, and act in a virtual world.
As a component of this research, we have devised a new path planning
method that greatly improves that speed with which we can generate motions.
To demonstrate, we have created an "interactive virtual chess" application
in which a user can play against a virtual opponent. All of the motions
necessary to move the chess pieces is generated "on-the-fly" with no pre-computation.
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References
Y. Koga, K. Kondo, J. Kuffner, and J.C. Latombe, "Planning Motions with
Intentions", Proceedings of SIGGRAPH'94 (Orlando, Florida, July 24-29,
1994). In Computer Graphics Proceedings (July, 1994), pp.395-408.
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