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Neural animation layering for synthesizing martial arts movements

Published: 19 July 2021 Publication History

Abstract

Interactively synthesizing novel combinations and variations of character movements from different motion skills is a key problem in computer animation. In this paper, we propose a deep learning framework to produce a large variety of martial arts movements in a controllable manner from raw motion capture data. Our method imitates animation layering using neural networks with the aim to overcome typical challenges when mixing, blending and editing movements from unaligned motion sources. The framework can synthesize novel movements from given reference motions and simple user controls, and generate unseen sequences of locomotion, punching, kicking, avoiding and combinations thereof, but also reconstruct signature motions of different fighters, as well as close-character interactions such as clinching and carrying by learning the spatial joint relationships. To achieve this goal, we adopt a modular framework which is composed of the motion generator and a set of different control modules. The motion generator functions as a motion manifold that projects novel mixed/edited trajectories to natural full-body motions, and synthesizes realistic transitions between different motions. The control modules are task dependent and can be developed and trained separately by engineers to include novel motion tasks, which greatly reduces network iteration time when working with large-scale datasets. Our modular framework provides a transparent control interface for animators that allows modifying or combining movements after network training, and enables iterative adding of control modules for different motion tasks and behaviors. Our system can be used for offline and online motion generation alike, and is relevant for real-time applications such as computer games.

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Published In

cover image ACM Transactions on Graphics
ACM Transactions on Graphics  Volume 40, Issue 4
August 2021
2170 pages
ISSN:0730-0301
EISSN:1557-7368
DOI:10.1145/3450626
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 the author(s) 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: 19 July 2021
Published in TOG Volume 40, Issue 4

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Author Tags

  1. character animation
  2. character control
  3. character interactions
  4. deep learning
  5. human motion
  6. neural networks

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  • The University of Hong Kong

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  • (2024)Applications of AI in martial arts: A surveyProceedings of the Institution of Mechanical Engineers, Part P: Journal of Sports Engineering and Technology10.1177/17543371241273827Online publication date: 12-Oct-2024
  • (2024)TEDi: Temporally-Entangled Diffusion for Long-Term Motion SynthesisACM SIGGRAPH 2024 Conference Papers10.1145/3641519.3657515(1-11)Online publication date: 13-Jul-2024
  • (2024)LGTM: Local-to-Global Text-Driven Human Motion Diffusion ModelACM SIGGRAPH 2024 Conference Papers10.1145/3641519.3657422(1-9)Online publication date: 13-Jul-2024
  • (2024)Machine Learning Approaches for 3D Motion Synthesis and Musculoskeletal Dynamics Estimation: A SurveyIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2023.330875330:8(5810-5829)Online publication date: Aug-2024
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