Skeletal Deformation
Skeletal deformation is not in itself a single solution for editing
the motion of characters, but it provides a useful addition to approaches,
such as, motion blending. This technique was used in the crowd system
created for Troy. The motion capture data for Troy was taken from actors
performing on flat surfaces, but in order to create a realistic look
the characters had to react to the undulating terrain. In order to achieve
this, The Moving Picture company created a procedural skeleton deforming
tool, which could, for example, make a skeleton lean forwards, and take
small steps if it sensed it was walking up an incline. These deformers
were applied automatically through the artificial intelligence part
of the character sensing a change in the terrain.
Skeletal deformation works much like a freeform deformation (FFD) of
geometry. The nature of the coordinate space that is used to define
relative skeleton coordinates may be thought of as a network of polygons
that form a mesh. Each polygon has a relative coordinate range of 0
to 1 along each axis. A polyline representing the joint segment is then
create and the verticies mapped to it. The polyline is deformed by the
mesh displacement and then the vertices are repositioned. Any segment
of the skeleton whose coordinates are within the mesh will take on the
overall distortion exhibited by the coordinate space.