Modal Locomotion: Animating Virtual Characters with Natural Vibrations

dc.contributor.authorKry, P.G.en_US
dc.contributor.authorReveret, L.en_US
dc.contributor.authorFaure, F.en_US
dc.contributor.authorCani, M.-P.en_US
dc.date.accessioned2015-02-23T10:15:32Z
dc.date.available2015-02-23T10:15:32Z
dc.date.issued2009en_US
dc.description.abstractWe present a general method to intuitively create a wide range of locomotion controllers for 3D legged characters. The key of our approach is the assumption that efficient locomotion can exploit the natural vibration modes of the body, where these modes are related to morphological parameters such as the shape, size, mass, and joint stiffness. The vibration modes are computed for a mechanical model of any 3D character with rigid bones, elastic joints, and additional constraints as desired. A small number of vibration modes can be selected with respect to their relevance to locomotion patterns and combined into a compact controller driven by very few parameters. We show that these controllers can be used in dynamic simulations of simple creatures, and for kinematic animations of more complex creatures of a variety of shapes and sizes.en_US
dc.description.number2en_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume28en_US
dc.identifier.doi10.1111/j.1467-8659.2009.01368.xen_US
dc.identifier.issn1467-8659en_US
dc.identifier.pages289-298en_US
dc.identifier.urihttps://doi.org/10.1111/j.1467-8659.2009.01368.xen_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleModal Locomotion: Animating Virtual Characters with Natural Vibrationsen_US
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