A proposed system lets users directly control simulated self-propelled characters. Users drag a mouse to guide the character, while a physics simulation determines the motion. On the basis of the user input, the system computes an actuator command that causes the character to follow the user's intention as closely as possible while respecting the underlying physics. This direct control can be more intuitive than methods such as controlling character joints to track a given joint trajectory or using keyframes, especially when physically plausible dynamic motions are desired. With the system, users have created realistic motions of various kinds of characters, including rigid characters, characters with deformable bodies and rigid skeletons, ...
Controllable, reactive human motion is essential in many video games and training environments. Char...
Dynamic character animation is a technique used to create character movements based on physics laws....
We present a system that allows non-programmers to create generic controllers for physically simulat...
Physics-based character motion has the potential of achieving realistic motions without laborious wo...
Physics-based character motion has the potential of achieving realistic motions without laborious wo...
Developing motions for simulated humanoids remains a challenging problem. While there exists a multi...
Developing motions for simulated humanoids remains a challenging problem. While there exists a multi...
Over the past decades, physics-based simulation has become an established method for the animation o...
We implement a framework for animating interactive characters by combining kinematic animation with ...
Figure 1: Examples of real-world characters: an autonomous dog-like robot capable of traversing chal...
Animated motions should be simple to direct while also being plausible. The work presented in this t...
Animating natural human motion in dynamic environments is difficult because of complex geometric and...
This work deals with the animation and control of flexible and active characters. These are characte...
Animated motions should be simple to direct while also being plausible. The work presented in this t...
Real-time character animation in dynamic environments requires the generation of plausible upper-bod...
Controllable, reactive human motion is essential in many video games and training environments. Char...
Dynamic character animation is a technique used to create character movements based on physics laws....
We present a system that allows non-programmers to create generic controllers for physically simulat...
Physics-based character motion has the potential of achieving realistic motions without laborious wo...
Physics-based character motion has the potential of achieving realistic motions without laborious wo...
Developing motions for simulated humanoids remains a challenging problem. While there exists a multi...
Developing motions for simulated humanoids remains a challenging problem. While there exists a multi...
Over the past decades, physics-based simulation has become an established method for the animation o...
We implement a framework for animating interactive characters by combining kinematic animation with ...
Figure 1: Examples of real-world characters: an autonomous dog-like robot capable of traversing chal...
Animated motions should be simple to direct while also being plausible. The work presented in this t...
Animating natural human motion in dynamic environments is difficult because of complex geometric and...
This work deals with the animation and control of flexible and active characters. These are characte...
Animated motions should be simple to direct while also being plausible. The work presented in this t...
Real-time character animation in dynamic environments requires the generation of plausible upper-bod...
Controllable, reactive human motion is essential in many video games and training environments. Char...
Dynamic character animation is a technique used to create character movements based on physics laws....
We present a system that allows non-programmers to create generic controllers for physically simulat...