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Researches/Character Animation

[Ongoing]Stick-Figure controller within HMD





Abstract


Controlling a character in Augment Reality is challengeable research. When the user wants the character’s motion style to be changed, it can represent these problems: The first, it is difficult to catch pin points which are parts of a character. The second, it is hard to put it down at the place where the user desires. The third, it should be spent too much time that the user manipulates all of the parts from the character body. In order to solve the problems, this paper suggests metaphor controlling method. It means manipulating some kinds of physical characteristics which determine motion styles. This paper selects distribution of angular force as the main physical characteristics. The distribution means a set of torque by each joint which are components of character. The reason why we propose that the distribution is the main physical factor is that controlling the character motion by force is the most intuitive. We analyze the basic character motion as the distribution of angular force. When the user tries to interact with the character, our system recognize the interaction as force. Thus this force activates the distribution of angular force and our system makes character changing motion style. We use Inverse Dynamics technique to compute the distribution of angular force from character motions. When the user takes a gesture, our system make a force vector combined with hands speed and path. And the vector is distributed to all joints by our algorithm. Then our system represents the result by Forward Dynamics which is one of the method changing the force into acceleration. This paper is an initial research. We use multi-linked stick figure instead of a full body character. Our method does not require an exertion to catch each part of character in order to control motion. Thus our method shortens time and it can support various user with different skill levels.