Figure 1: The interactive design system we introduce allows non-expert users to create complex, animated mechanical characters. AbstractWe present an interactive design system that allows non-expert users to create animated mechanical characters. Given an articulated character as input, the user iteratively creates an animation by sketching motion curves indicating how different parts of the character should move. For each motion curve, our framework creates an optimized mechanism that reproduces it as closely as possible. The resulting mechanisms are attached to the character and then connected to each other using gear trains, which are created in a semi-automated fashion. The mechanical assemblies generated with our system can be driven with a single input driver, such as a hand-operated crank or an electric motor, and they can be fabricated using rapid prototyping devices. We demonstrate the versatility of our approach by designing a wide range of mechanical characters, several of which we manufactured using 3D printing. While our pipeline is designed for characters driven by planar mechanisms, significant parts of it extend directly to non-planar mechanisms, allowing us to create characters with compelling 3D motions.
Figure 1: We present a method to convert animated digital characters into physically fabricated prototypes. Our physical characters can be actuated using pins, strings, or posed by hand. AbstractWe present a method for fabrication-oriented design of actuated deformable characters that allows a user to automatically create physical replicas of digitally designed characters using rapid manufacturing technologies. Given a deformable character and a set of target poses as input, our method computes a small set of actuators along with their locations on the surface and optimizes the internal material distribution such that the resulting character exhibits the desired deformation behavior. We approach this problem with a dedicated algorithm that combines finite-element analysis, sparse regularization, and constrained optimization. We validate our pipeline on a set of two-and three-dimensional example characters and present results in simulation and physically-fabricated prototypes.
Figure 1: We capture deformation behaviors of cloth materials with a dedicated setup (column 1 from left). The measurement images (2) are reconstructed into 3D geometry (3) yielding dense deformation fields. We use this data to fit parameters and investigate approximation qualities of three common cloth models: springs (4), soft constraints (5), and the StVK model (6). AbstractProgress in cloth simulation for computer animation and apparel design has led to a multitude of deformation models, each with its own way of relating geometry, deformation, and forces. As simulators improve, differences between these models become more important, but it is difficult to choose a model and a set of parameters to match a given real material simply by looking at simulation results. This paper provides measurement and fitting methods that allow nonlinear models to be fit to the observed deformation of a particular cloth sample. Unlike standard textile testing, our system measures complex 3D deformations of a sheet of cloth, not just one-dimensional force-displacement curves, so it works under a wider range of deformation conditions. The fitted models are then evaluated by comparison to measured deformations with motions very different from those used for fitting.
Figure 1: A result of our method: given a character rig and a set of keyframes for some of its parameters, our method automatically produces animation curves for the remaining parameters by solving the equations of motion in the space of deformations defined by the rig. The resulting motion is physically plausible, maintains the original artistic intent, and is easily editable. AbstractWe present a method that brings the benefits of physics-based simulations to traditional animation pipelines. We formulate the equations of motions in the subspace of deformations defined by an animator's rig. Our framework fits seamlessly into the workflow typically employed by artists, as our output consists of animation curves that are identical in nature to the result of manual keyframing. Artists can therefore explore the full spectrum between handcrafted animation and unrestricted physical simulation. To enhance the artist's control, we provide a method that transforms stiffness values defined on rig parameters to a non-homogeneous distribution of material parameters for the underlying FEM model. In addition, we use automatically extracted high-level rig parameters to intuitively edit the results of our simulations, and also to speed up computation. To demonstrate the effectiveness of our method, we create compelling results by adding rich physical motions to coarse input animations. In the absence of artist input, we create realistic passive motion directly in rig space.
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