GVU Technical Report Number:
GIT-GVU-00-10
Title:
Animating Athletic Motion Planning By Example
Authors:
Ronald A. Metoyer
Jessica K. Hodgins
Abstract:
Character animation is usually reserved for highly skilled animators
and computer programmers because few of the available tools allow the
novice or casual user to create compelling animated content. In this
paper, we explore a partial solution to this problem which lets the
user coach animated characters by sketching their trajectories on
the ground plane. The details of the motion are then computed with
simulation. We create memory-based control functions for the
high-level behaviors from examples supplied by the user and from
real-world data of the behavior. The control function for the desired
behavior is implemented through a lookup table using a nearest
neighbor approximation algorithm. To demonstrate this approach, we
present a system for defining the behaviors of defensive characters
playing American football. The characters are implemented using
either point-masses or dynamically simulated biped robots. We evaluate
the quality of the coached behaviors by comparing the resulting
trajectories to data from human players. We also assess the influence
of the user's coaching examples by demonstrating that a user can
construct a particular style of play.
Keywords:
Animation, behavioral control, physical simulation, machine learning
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