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Interactive
Physically-Based Control of Skeleton-Driven Deformable Characters People Motivation and Objective Imagine a fish character which happened to be on a dock
and now is trying to escape into water. There is no hand-of-God, or a mighty
external force helping it, and the only things it can rely on are its own
muscles, or actuators, and the frictional contact between its body and the
ground. In this situation, it would be very difficult to find a good sequence
of command input on the actuators resulting in an escape. In this project,
instead of developing a good motion controller or planner, we hope to make use
of the user as a motion controller, borrowing their intuition about dynamic
movements, because we believe that people do have a good sense of how a
character should move to achieve a desired motion even for non-human
characters. The goal of this project is to develop intuitive and interactive
ways to realize the user’s intention in creating dynamic motions of
skeleton-driven Project Material
Junggon Kim and Nancy Pollard,
“Interactive physically-based control of skeleton-driven deformable
characters,” Technical
report CMU-RI-TR-08-11, Robotics Institute,
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