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Approximating character biomechanics with real‐time weighted inverse kinematics
Author(s) -
Meredith Michael,
Maddock Steve
Publication year - 2007
Publication title -
computer animation and virtual worlds
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.225
H-Index - 49
eISSN - 1546-427X
pISSN - 1546-4261
DOI - 10.1002/cav.191
Subject(s) - computer science , kinematics , inverse kinematics , parallels , character (mathematics) , biomechanics , motion (physics) , perspective (graphical) , motion capture , inverse dynamics , inverse , process (computing) , sports biomechanics , artificial intelligence , computer vision , simulation , mathematics , geometry , physics , classical mechanics , engineering , mechanical engineering , robot , thermodynamics , operating system
In this paper we show how the expensive, offline dynamic simulations of character motions can be approximated using the cheaper weighted inverse kinematics (WIK)‐based approach. We first show how a dynamics‐based approach can be used to produce a motion that is representative of a real target actor using the motion of a different source actor and the biomechanics of the target actor. This is compared against a process that uses WIK to achieve the same motion mapping goal without direct biomechanical input. The parallels between the results of the two approaches are described and further reasoned from a mathematical perspective. Thus we demonstrate how character biomechanics can be approximated with real‐time WIK. Copyright © 2007 John Wiley & Sons, Ltd.

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