Proceedings of the 16th Annual Conference on Computer Graphics and Interactive Techniques 1989
DOI: 10.1145/74333.74357
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Goal-directed, dynamic animation of human walking

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Cited by 142 publications
(44 citation statements)
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“…Hand-animating characters is time-consuming, even digitally, and the task has long been supplemented (sometimes replaced) by computational models to control movement [170]. Initially, motion controllers [171] for characters emerged from motor control in engineering (and, later, in robotics) that used virtual actuators on virtual joints (which matched to nodes on digital character rigs) [172,173].…”
Section: Animationmentioning
confidence: 99%
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“…Hand-animating characters is time-consuming, even digitally, and the task has long been supplemented (sometimes replaced) by computational models to control movement [170]. Initially, motion controllers [171] for characters emerged from motor control in engineering (and, later, in robotics) that used virtual actuators on virtual joints (which matched to nodes on digital character rigs) [172,173].…”
Section: Animationmentioning
confidence: 99%
“…Other motion control schemes were developed as finite state machines [174], which allowed animators to develop procedural rules for characters [175]. Also, control schemes within origins outside computing have been woven into computing (see Pelechano et al [64] for an excellent overview): physics models are popularly used, as are psychology-like approaches [176,177], cognitive schemes [170,178,179], group traits derived from collective human and animal behavior [180][181][182], machine-learning models that build control functions from trajectory data of real people [183][184][185], and schemes that afford computational efficiency in control across complex solution spaces [186,187]. Of particular relevance is the tradition of using the built environment (urban morphology, road networks, naturalistic paths, and implied movement effort) to impose hierarchies or abstractions that might ease look-up schemes in model databases, balance rendering loads in animation, and scale crowds to large populations [188][189][190][191][192][193][194][195].…”
Section: Animationmentioning
confidence: 99%
“…Girard (Girard, 1987), (Girard, 1991) and Girard & Maciejewski (Girard and Maciejewski, 1985), also used a hybrid kinematics/dynamics algorithm and therefore all the problems associated with the kinematics approach were again present when attempting to control articulated figures. A similar approach has been adopted by Bruderlin and Calvert (Bruderlin and Calvert, 1989) and is discussed by Calvert (Calvert, 1991). Isaacs and Cohen (Isaacs and Cohen, 1987) presented another combination of kinematics and inverse dynamics specifications.…”
Section: Second Generationmentioning
confidence: 99%
“…Girard [9] uses a mix of kinematic and dynamic methods to achieve a variety of biped and quadruped motions. Bruderlin and Calvert [5] use a similar mix of techniques to generate realistic parameterized walking motions for a kinematically complex human model, and later show that parameterized walks can also be achieved using a purely kinematic model [6]. The gaits are constructed using important features extracted from experimental gait data.…”
Section: Previous Workmentioning
confidence: 99%