Interactive Construction and Animation of Layered Elastically Deformable
Characters
Russell Turner, Enrico Gobbetti
Computer Graphics Forum, 17(2):135-152, June 1998.
Keywords
Character Animation, Physics-Based Animation, Deformation, Elasticity,
3D Interaction.
Abstract
An interactive system is described for creating and animating deformable
3D characters. By using a hybrid layered model of kinematic and physics-based
components together with an immersive 3D direct manipulation interface,
it is possible to quickly construct characters that deform naturally when
animated and whose behavior can be controlled interactively using intuitive
parameters. In this layered construction technique, called the elastic
surface layer model, a simulated elastically deformable skin surface is
wrapped around a kinematic articulated figure. Unlike previous layered
models, the skin is free to slide along the underlying surface layers constrained
by geometric constraints which push the surface out and spring forces which
pull the surface in to the underlying layers. By tuning the parameters
of the physics-based model, a variety of surface shapes and behaviors can
be obtained such as more realistic-looking skin deformation at the joints,
skin sliding over muscles, and dynamic effects such as squash-and-stretch
and follow-through. Since the elastic model derives all of its input forces
from the underlying articulated figure, the animator may specify all of
the physical properties of the character once, during the initial character
design process, after which a complete animation sequence can be created
using a traditional skeleton animation technique. Character construction
and animation are done using a 3D user interface based on two-handed manipulation
registered with head-tracked stereo viewing. In our configuration, a six
degree-of-freedom head-tracker and CrystalEyes shutter glasses are used
to display stereo images on a workstation monitor that dynamically follow
the user head motion. 3D virtual objects can be made to appear at a fixed
location in physical space which the user may view from different angles
by moving his head. To construct 3D animated characters, the user interacts
with the simulated environment using both hands simultaneously: the left
hand, controlling a Spaceball, is used for 3D navigation and object movement,
while the right hand, holding a 3D mouse, is used to manipulate through
a virtual tool metaphor the objects appearing in front of the screen. Hand-eye
coordination is made possible by registering virtual space to physical
space, allowing a variety of complex 3D tasks necessary for constructing
3D animated characters to be performed more easily and more rapidly than
is possible using traditional interactive techniques. .
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