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A grasp‐based motion planning algorithm for character animation
Author(s) -
Kalisiak Maciej,
van de Panne Michiel
Publication year - 2001
Publication title -
the journal of visualization and computer animation
Language(s) - English
Resource type - Journals
eISSN - 1099-1778
pISSN - 1049-8907
DOI - 10.1002/vis.250
Subject(s) - computer science , character animation , animation , heuristics , character (mathematics) , motion (physics) , motion planning , computer animation , plan (archaeology) , artificial intelligence , domain (mathematical analysis) , kinematics , grasp , computer vision , algorithm , computer graphics (images) , robot , mathematics , mathematical analysis , physics , geometry , archaeology , classical mechanics , history , programming language , operating system
The design of autonomous characters capable of planning their own motions continues to be a challenge for computer animation. We present a novel kinematic motion‐planning algorithm for character animation which addresses some of the outstanding problems. The problem domain for our algorithm is as follows: given a constrained environment with designated handholds and footholds, plan a motion through this space towards some desired goal. Our algorithm is based on a stochastic search procedure which is guided by a combination of geometric constraints, posture heuristics, and distance‐to‐goal metrics. The method provides a single framework for the use of multiple modes of locomotion in planning motions through these constrained, unstructured environments. We illustrate our results with demonstrations of a human character using walking, swinging, climbing, and crawling in order to navigate through various obstacle courses. Copyright © 2001 John Wiley & Sons, Ltd.

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