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Animating reactive motions for biped locomotion

Published: 10 November 2004 Publication History

Abstract

In this paper, we propose a new method for simulating reactive motions for running or walking human figures. The goal is to generate realistic animations of how humans compensate for large external forces and maintain balance while running or walking. We simulate the reactive motions of adjusting the body configuration and altering footfall locations in response to sudden external disturbance forces on the body. With our proposed method, the user first imports captured motion data of a run or walk cycle to use as the primary motion. While executing the primary motion, an external force is applied to the body. The system automatically calculates a reactive motion for the center of mass and angular momentum around the center of mass using an enhanced version of the linear inverted pendulum model. Finally, the trajectories of the generalized coordinates that realize the precalculated trajectories of the center of mass, zero moment point, and angular momentum are obtained using constrained inverse kinematics. The advantage of our method is that it is possible to calculate reactive motions for bipeds that preserve dynamic balance during locomotion, which was difficult using previous techniques. We demonstrate our results on an application that allows a user to interactively apply external perturbations to a running or walking virtual human model. We expect this technique to be useful for human animations in interactive 3D systems such as games, virtual reality, and potentially even the control of actual biped robots.

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Cited By

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  • (2018)Real-time locomotion with character-fluid interactionsProceedings of the 11th ACM SIGGRAPH Conference on Motion, Interaction and Games10.1145/3274247.3274515(1-8)Online publication date: 8-Nov-2018
  • (2013)Biologically motivated push recovery strategies for a 3D bipedal robot walking in complex environments2013 IEEE International Conference on Robotics and Biomimetics (ROBIO)10.1109/ROBIO.2013.6739637(1258-1263)Online publication date: Dec-2013
  • (2013)Controlled 3D Biped Stepping Animations Using the Inverted Pendulum and Impulse ConstraintsProceedings of the 2013 International Conference on Cyberworlds10.1109/CW.2013.20(326-329)Online publication date: 21-Oct-2013
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cover image ACM Conferences
VRST '04: Proceedings of the ACM symposium on Virtual reality software and technology
November 2004
226 pages
ISBN:1581139071
DOI:10.1145/1077534
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 10 November 2004

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Author Tags

  1. interactive 3D graphics
  2. inverse kinematics
  3. motion control

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Cited By

View all
  • (2018)Real-time locomotion with character-fluid interactionsProceedings of the 11th ACM SIGGRAPH Conference on Motion, Interaction and Games10.1145/3274247.3274515(1-8)Online publication date: 8-Nov-2018
  • (2013)Biologically motivated push recovery strategies for a 3D bipedal robot walking in complex environments2013 IEEE International Conference on Robotics and Biomimetics (ROBIO)10.1109/ROBIO.2013.6739637(1258-1263)Online publication date: Dec-2013
  • (2013)Controlled 3D Biped Stepping Animations Using the Inverted Pendulum and Impulse ConstraintsProceedings of the 2013 International Conference on Cyberworlds10.1109/CW.2013.20(326-329)Online publication date: 21-Oct-2013
  • (2013)Real-Time Reactive Biped CharactersTransactions on Computational Science XVIII10.1007/978-3-642-38803-3_9(155-171)Online publication date: 2013
  • (2012)Generating Responsive Life-Like Biped CharactersProceedings of the The third workshop on Procedural Content Generation in Games10.1145/2538528.2538529(1-8)Online publication date: 29-May-2012
  • (2012)Responsive Biped Character SteppingProceedings of the 2012 International Conference on Cyberworlds10.1109/CW.2012.28(151-156)Online publication date: 25-Sep-2012
  • (2011)Human motion reconstruction from force sensorsProceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation10.1145/2019406.2019424(129-138)Online publication date: 5-Aug-2011
  • (2010)Goal-directed stepping with momentum controlProceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation10.5555/1921427.1921445(113-118)Online publication date: 2-Jul-2010
  • (2010)A reactive and protective character motion generation algorithmInternational Journal of Computer Applications in Technology10.1504/IJCAT.2010.03414338:1/2/3(93-100)Online publication date: 1-Jul-2010
  • (2010)Optimal feedback control for character animation using an abstract modelACM SIGGRAPH 2010 papers10.1145/1833349.1778811(1-9)Online publication date: 26-Jul-2010
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