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/
BYU ScholarsArchive Citation
Egbert, Cameron Quinn, "Real-Time Motion Transition by Example" (2005). Theses and Dissertations. 429.
https://scholarsarchive.byu.edu/etd/429
Date Submitted
2005-11-10
Document Type
Thesis
Handle
http://hdl.lib.byu.edu/1877/etd1070
Keywords
animation, computer graphics, motion transition
Language
English