The graph system mentioned by Julian Mann was an idea
presented at SIGGRAPH 2002, by Lucas Kovar, Michael Gleicher and Frederic
Pighin, called Motion Graphs. The idea effectively generates
transitions to connect motions that were not designed for use with each
other, thereby, dramatically increasing the content of the Motion Library.
With the use of descriptive labels at the time of capture, such as,
"walking", "throwing" etc. and some constraints
(left heel planted), similar frames between each pair of motions can
be identified . Similarity involves joint velocities and accelerations
in addition to body posture. These similar frames become the nodes of
the graph. Nodes are effectively choice-points for selecting a different
motion. Transitions between similar frames in different motions are
automatically generated by a linear interpolation of the root position
and a spherical interpolation of joint positions. After making the graph
more efficient by pruning dead-end nodes the motion library can be connected
to the crowd system and read in movements for the characters. If a character
needs to make a left turn, the motion library automatically loads up
a clip that makes a left turn. The more data in the library, the larger
the selection of clips that makes a left turn.
So what is the need for anything else?
Firstly, the process of capturing all the data, can
be an expensive and time consuming exercise. All the motions have to
be meticulously planned before hand, since it may be the only chance
to capture the motion and forgetting to capture a certain action could
prove costly. However well you plan, there is nearly always something
that you would do again if you had the chance. Setting up scenarios,
such as, climbing up ladders and interacting with props are very difficult
to capture and it is not feasible to anticipate all possibile combinations
needed. The mocap performer may not have the same size or proportions
as the character being animated, which then creates a retargetting problem..
The peformer can only do what is humanly possible, which can be inconvenient
if the characters are not human and are able break the restrictions
of reality by jumping miles in the air or sticking to wall, like the
characters in I, Robot, which was created by Digitial Domain using the
Massive crowd system. The most important issue with this technique is
when it comes down to it the amount of motions is solely dictated by
the amount of motion clips in the motion library, so other techniques
need to be investigated.
Top