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Interactive Editing of Human Locomotion on an Arbitrary Motion Path
Yejin Kim and Myunggyu Kim
Electronics and Telecommunications Research Institute
218 Gajeong-ro, Yuseong-gu, Daejeon, 305-700, Republic of Korea
yejink@etri.re.kr, mgkim@etri.re.kr
ABSTRACT
This paper introduces an interactive editing system
for a human locomotion which considers quantitative
and qualitative aspects of motion and suggests two
editing processes to generate a convincing output
animation. Based on a minimal set of sample
locomotion clips containing only straight motion
paths, an animator controls a character's motion path
and stylistic posture changes during the editing
processes. During quantitative editing, our system
generates a locomotion sequence following a curved
motion path specified by an animator. Key-times of
foot strikes are detected automatically for each
sample in order to specify motion cycles which are
appended and interpolated for a continuous and
smooth output sequence. Additionally, the system
provides a timing interface in order to specify
temporal points of transition from one sample to
another. In addition, qualitative editing is supported
by incorporating a procedural system which provides
a set of controllable parameters to facilitate posture
editing. Initiated with a sample clip, this process
produces motion that differs stylistically from any in
the sample set, yet preserves the high quality of data-
driven motion. A post-processing step enforces foot
constraints, and modifies the character's posture to
account for important physical forces acting on the
body while navigating a curved path. As shown in the
experimental results, our system provides intuitive
interfaces for editing motion capture clips and
generates realistic locomotion at interactive speed.
KEYWORDS
Character Animation, Locomotion, Interactive
Editing, Motion Cycle, Motion Capture.
1 INTRODUCTION
The recent popularity of motion capture
technology [1] makes it possible to produce
realistic animation for human locomotion,
embedding all important stylistic features as
well as the physical essence captured live from a
performer's locomotion. Nevertheless, it is
difficult to reuse a recorded locomotion clip for
editing since such data is specialized to a
particular gait and condition at the time of
capture. Moreover, the nature of the
locomotion's continuity and physical constraints
preserved in motion capture data can be easily
disrupted if one edits the high degrees of
freedom (DOFs) in an articulated model without
a careful selection of editing techniques.
Therefore, an effective editing tool should
provide not only for a variety of different styles,
but also maintain the original details and high
quality of locomotion in the output, considering
both time and space constraints.
The various motion properties can be divided
into two main categories at play during the
editing process: quantitative and qualitative. For
animation of human locomotion, the quantitative
aspects consist of easily measured, meaningful
numeric descriptors of the locomotion. For
instance, speed and orientation are two common
parameters that can be measured and
manipulated to direct the character's current
position to a desired point in the virtual
environment [2, 3, 4]. On the other hand, the
qualitative aspects represent the abstract
description of locomotion that is difficult to
quantify and can be perceived most accurately
only by human observation. In fact, there is no
ISBN: 978-1-941968-02-4 ©2014 SDIWC
Proceedings of the International Conference on Computer Graphics, Multimedia and Image Processing, Kuala Lumpur, Malaysia, 2014