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Layered construction for deformable animated characters

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Published:01 July 1989Publication History
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Abstract

A methodology is proposed for creating and animating computer generated characters which combines recent research advances in robotics, physically based modeling and geometric modeling. The control points of geometric modeling deformations are constrained by an underlying articulated robotics skeleton. These deformations are tailored by the animator and act as a muscle layer to provide automatic squash and stretch behavior of the surface geometry. A hierarchy of composite deformations provides the animator with a multi-layered approach to defining both local and global transition of the character's shape. The muscle deformations determine the resulting geometric surface of the character. This approach provides independent representation of articulation from surface geometry, supports higher level motion control based on various computational models, as well as a consistent, uniform character representation which can be tuned and tweaked by the animator to meet very precise expressive qualities. A prototype system (Critter) currently under development demonstrates research results towards layered construction of deformable animated characters.

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  1. Layered construction for deformable animated characters

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            cover image ACM SIGGRAPH Computer Graphics
            ACM SIGGRAPH Computer Graphics  Volume 23, Issue 3
            Special issue: Proceedings of the 1989 ACM SIGGRAPH conference
            July 1989
            367 pages
            ISSN:0097-8930
            DOI:10.1145/74334
            Issue’s Table of Contents
            • cover image ACM Conferences
              SIGGRAPH '89: Proceedings of the 16th annual conference on Computer graphics and interactive techniques
              July 1989
              408 pages
              ISBN:0897913124
              DOI:10.1145/74333

            Copyright © 1989 ACM

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            • Published: 1 July 1989

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