Abstract

Motion transitioning is a common task in real-time applications such as games. While most character motions can be created a priori using motion capture or hand animation, transitions between these motions must be created by an animation system at runtime. Because of this requirement, it is often difficult to create a transition that preserves the feel that the actor or animator has put into the motion. An additional difficulty is that transitions must be created in real-time. This paper provides a method of creating motion transitions that is both computationally feasible for interactive speeds, and preserves the feel of the original motions. To do this, we build the transition from both a procedural motion and a motion segment taken from the motions being transitioned between.

Degree

MS

College and Department

Physical and Mathematical Sciences; Computer Science

Rights

http://lib.byu.edu/about/copyright/

Date Submitted

2005-11-10

Document Type

Thesis

Handle

http://hdl.lib.byu.edu/1877/etd1070

Keywords

animation, computer graphics, motion transition

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