Interactive Construction and Animation of Layered Elastic Characters
Russell Turner
Doctoral Thesis, 1993
Swiss Federal Institute of Technology, Lausanne
Keywords
Character Animation, Physics-Based Animation, Deformation, Elasticity,
3D Interaction.
Abstract
Traditional character animation is a highly-developed art form, but
it has several creative and economic limitations. Computer animation techniques
have had great success in other aspects of commercial animation, but have
only recently begun to make inroads into the area of character animation.
To animate three-dimensional computer models of characters, a variety of
issues must be addressed. Movement results not only from physical structure
of the character, but also from its higher-level control. Animated characters
are modeled after real-life animals or humans who are composed of both
rigid interior skeletons and deformable exteriors. Articulated figure animation
techniques are now established and can model the skeleton quite well, while
deformable surface models for the skin are more difficult and have not
been as successful. Layered construction techniques attempt to combine
these two approaches. Physically based models use physical simulation as
a modeling and animating tool. They can generate a rich variety of realistic
or surrealistic behavior which can be controlled by the animator through
intuitive physical parameters and constraint techniques. With high-speed
workstations, they can be simulated in real time, allowing interactive
control. Layered elastic models add physically-based deformable components
to layered 3D characters, resulting in more natural-looking deformation
and movement. However, proposed models do not allow for independent layers
of muscle, fat and skin.
To overcome these limitations, an original 3D character model is
presented. In this new type of layered construction technique, called the
elastic surface layer model, a simulated elastically deformable skin surface
is wrapped around a traditional kinematic articulated figure. Unlike previous
layered models, the skin is free to slide along the underlying surface
layers constrained by reaction forces which push the surface out and spring
forces which pull the surface in to the underlying layers. By tuning the
parameters of the physically-based model, a variety of surface shapes and
behaviors can be obtained such as more realistic-looking skin deformation
at the joints, the effects of fat, skin sliding over muscles, and dynamic
skin effects. 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. The elastic surface layer
model is demonstrated using an interactive animation system designed for
studying layered character models with elastic components. The system,
called LEMAN (Layered Elastic Model ANimation), allows three-dimensional
animated characters to be built up from successive layers of skeleton,
muscle, fat and skin in a completely interactive, direct-manipulation environment,
using multi-dimensional input devices.
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