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Controller Design for Multi‐Skilled Bipedal Characters
Author(s) -
Firmin M.,
Panne M.
Publication year - 2015
Publication title -
computer graphics forum
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.578
H-Index - 120
eISSN - 1467-8659
pISSN - 0167-7055
DOI - 10.1111/cgf.12607
Subject(s) - computer science , character animation , robustness (evolution) , animation , process (computing) , controller (irrigation) , control engineering , set (abstract data type) , focus (optics) , artificial intelligence , computer animation , programming language , computer graphics (images) , engineering , biochemistry , chemistry , physics , optics , biology , agronomy , gene
Developing motions for simulated humanoids remains a challenging problem. While there exists a multitude of approaches, few of these are reimplemented or reused by others. The predominant focus of papers in the area remains on algorithmic novelty, due to the difficulty and lack of incentive to more fully explore what can be accomplished within the scope of existing methodologies. We develop a language, based on common features found across physics‐based character animation research, that facilitates the controller authoring process. By specifying motion primitives over a number of phases, our language has been used to design over 25 controllers for motions ranging from simple static balanced poses, to highly dynamic stunts. Controller sequencing is supported in two ways. Naive integration of controllers is achieved by using highly stable pose controllers (such as a standing or squatting) as intermediate transitions. More complex controller connections are automatically learned through an optimization process. The robustness of our system is demonstrated via random walkthroughs of our integrated set of controllers.