Traditional character animation specializes in characters with a rigidly articulated skeleton and a bipedal/quadripedal morphology. This assumption simplifies many aspects for designing physically based animations, like locomotion, but comes with the price of excluding characters of arbitrary deformable geometries. To remedy this, our framework makes use of a spatio-temporal actuation subspace built off of the natural vibration modes of the character geometry. The resulting actuation is coupled to a reduced fast soft body simulation, allowing us to formulate a locomotion optimization problem that is tractable for a wide variety of high resolution deformable characters.
翻译:传统角色动画主要针对具有刚性关节骨架及双足/四足形态的角色。这一假设简化了基于物理的动画设计(如运动控制)的诸多方面,但代价是排除了任意可变形几何结构的角色。为弥补这一不足,本文框架利用基于角色几何结构固有振动模态构建的时空驱动子空间。所生成的驱动方式与简化的快速软体仿真相耦合,使我们能够为多种高分辨率可变形角色构建可处理的运动优化问题。