{"title":"ISME: Integrated Style Motion Editor for 3D Humanoid Character","authors":"Ismahafezi Ismail, Mohd Shahrizal Sunar","volume":119,"journal":"International Journal of Computer and Information Engineering","pagesStart":1949,"pagesEnd":1954,"ISSN":"1307-6892","URL":"https:\/\/publications.waset.org\/pdf\/10005702","abstract":"
The motion of a realistic 3D humanoid character is very important especially for the industries developing computer animations and games. However, this type of motion is seen with a very complex dimensional data as well as body position, orientation, and joint rotation. Integrated Style Motion Editor (ISME), on the other hand, is a method used to alter the 3D humanoid motion capture data utilised in computer animation and games development. Therefore, this study was carried out with the purpose of demonstrating a method that is able to manipulate and deform different motion styles by integrating Key Pose Deformation Technique and Trajectory Control Technique. This motion editing method allows the user to generate new motions from the original motion capture data using a simple interface control. Unlike the previous method, our method produces a realistic humanoid motion style in real time.<\/p>\r\n","references":"[1]\tT. Geijtenbeek, and N. Pronost, \u201cInteractive Character Animation Using Simulated Physics: A State-of-the-Art Review,\u201d Computer Graphics Forum, Vol. 31(8), pp. 2492\u20132515, 2012.\r\n[2]\tA. Shapiro, P. Faloutsos, and V. N. T. Hing, \u201cDynamic Animation and Control Environment,\u201d In proceedings of Graphics Interface, pp. 61-70, 2005. \r\n[3]\tA. Shapiro, D. Chu, B. Allen, and P. Faloutsos, \u201cA dynamic controller toolkit,\u201d In proceedings of the ACM SIGGRAPH symposium on Video games, pp. 15-20, 2007.\r\n[4]\tV. B. Zordan, A. Majkowska, and B. Chiu, \u201cDynamic response for motion capture animation,\u201d ACM Transactions on Graphics (TOG), Vol. 24(3), pp. 697-701, 2005.\r\n[5]\tP. Wrotek, \u201cDynamo: dynamic, data-driven character control with adjustable balance,\u201d In proceedings of the 2006 ACM SIGGRAPH symposium on Videogames, pp. 61-70, 2006.\r\n[6]\tK. W. Sok, K. Yamane, J. Lee, and J. Hodgins, \u201cEditing Dynamic Human Motions via Momentum and Force,\u201d In proceedings of the ACM SIGGRAPH symposium on Computer Animation, pp. 1-10, 2010.\r\n[7]\tM. Oshita, and H. Muranaka, \u201cUsing Motion Capture for Interactive Motion Editing,\u201d 13th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry 2014 (VRCAI 2014), pp.65-69, 2014.\r\n[8]\tI. Ismail and M. S. Sunar, \u201cEditing Virtual Human Motion Techniques with Dynamic Motion Simulator and Controller,\u201d Jurnal Teknologi (Science & Engineering). Vol. 75(4), pp. 27-33, 2015.\r\n[9]\tM. Cavazza, R. Earnshaw, N. M. Thalmann, and D. Thalmann, \u201cMotion Control of Virtual Humans,\u201d IEEE Computer Graphics and Applications. Vol. 18(5), pp. 24-31, 1998.\r\n[10]\tG. Liu, Z. Pan, L. Li,\" Motion Synthesis Using Style-Editable Inverse Kinematics,\" 9th International Conference on Intelligent Virtual Agents, pp. 118 - 124, 2009.\r\n[11]\tS. Ha, Y. Ye, C. K. Liu,\" ACM Transactions on Graphics (TOG), Vol. 31(6), pp. 155:1-155:9, November 2012.","publisher":"World Academy of Science, Engineering and Technology","index":"Open Science Index 119, 2016"}