Scripting Interactive Physically-Based Motions with Relative Paths and Synchronization

dc.contributor.authorLamouret, Alexisen_US
dc.contributor.authorGascuel, Marie-Pauleen_US
dc.date.accessioned2014-10-21T07:41:33Z
dc.date.available2014-10-21T07:41:33Z
dc.date.issued1996en_US
dc.description.abstractThis paper presents a novel approach for facilitating the use of physically based models by animators. The idea is to let the user guide motion at a high level of control by giving approximate desired trajectories and synchronization constraints between the objects over time, while a simulation module computes the final motion, dealing with collision detection and response, and enhancing realism.The objects, which are either isolated or components of an articulated structure, are guided through the specification of key-positions and orientations, defined by coordinates that can be fixed or relative to another object. The animation sequence is scripted by specifying a graph of synchronization constraints between objects over time. During the animation, objects automatically regulate their speed in order to meet these constraints.en_US
dc.description.number1en_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume15en_US
dc.identifier.doi10.1111/1467-8659.1510025en_US
dc.identifier.issn1467-8659en_US
dc.identifier.pages25-34en_US
dc.identifier.urihttps://doi.org/10.1111/1467-8659.1510025en_US
dc.publisherBlackwell Science Ltd and the Eurographics Associationen_US
dc.titleScripting Interactive Physically-Based Motions with Relative Paths and Synchronizationen_US
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