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Falling and landing motion control for character animation

Published: 01 November 2012 Publication History

Abstract

We introduce a new method to generate agile and natural human landing motions in real-time via physical simulation without using any mocap or pre-scripted sequences. We develop a general controller that allows the character to fall from a wide range of heights and initial speeds, continuously roll on the ground, and get back on its feet, without inducing large stress on joints at any moment. The character's motion is generated through a forward simulator and a control algorithm that consists of an airborne phase and a landing phase. During the airborne phase, the character optimizes its moment of inertia to meet the ideal relation between the landing velocity and the angle of attack, under the laws of conservation of momentum. The landing phase can be divided into three stages: impact, rolling, and getting-up. To reduce joint stress at landing, the character leverages contact forces to control linear momentum and angular momentum, resulting in a rolling motion which distributes impact over multiple body parts. We demonstrate that our control algorithm can be applied to a variety of initial conditions with different falling heights, orientations, and linear and angular velocities. Simulated results show that our algorithm can effectively create realistic action sequences comparable to real world footage of experienced freerunners.

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    cover image ACM Transactions on Graphics
    ACM Transactions on Graphics  Volume 31, Issue 6
    November 2012
    794 pages
    ISSN:0730-0301
    EISSN:1557-7368
    DOI:10.1145/2366145
    Issue’s Table of Contents
    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: 01 November 2012
    Published in TOG Volume 31, Issue 6

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    Author Tags

    1. character animation
    2. optimal control
    3. physics-based animation

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    • (2023)Rhythm is a Dancer: Music-Driven Motion Synthesis With Global StructureIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2022.316367629:8(3519-3534)Online publication date: 1-Aug-2023
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