Multitouch Motion Capturing - Digital Media Lab
Transcription
Multitouch Motion Capturing - Digital Media Lab
Multitouch Motion Capturing Markus Krause [email protected] Marc Herrlich [email protected] Lasse Schwarten [email protected] Jens Teichert [email protected] Benjamin Walther Franks [email protected] Digital Media Group, TZI, University of Bremen Abstract 2. Related Work Full body motion capturing is a well known approach for animating virtual characters. A detailed description of the capabilities and limitations of motion capturing systems can be found in the PhD thesis of Ann Pullen [6]. Aside full body motion capturing systems many other techniques where described to adapt human motions to virtual characters. Some of these techniques summarized as puppetry were described by Sturman [7]. An animation technique using a graphic tablet and two pens to sketch out character footsteps was shown by Kohlhoff et al. [2]. Laszlo et al. [4] announced a technique to control animations or aspects of physical simulations by using pointing devices like a mouse. In the context of multitouch systems Moscovich [5] presented a method to animate two dimensional shapes as well as a simple skeletal animation framework and a 3D animation tool. Convincing animations of virtual characters continue to require motion capture technology or extensive skills in manual keyframing. We want to outline a simple yet natural motion capturing method that takes advantage of multitouch input devices to create believable character motion. 1. Introduction The most fundamental animation technique keyframing is far less complex then motion capturing but needs skilled animators. As stated out by Terra and Metoyer [8] a key problem for novice animators in keyframing is timing of motion. Another problem as we surveyed on our own is animation continuity. In the real world almost all action moves in an arc. Creating a motion along a curved path is sometimes difficult in keyframed animation. Both problems were described in detail by Lasseter [3]. Motion capture aids animators in the task of making virtual characters move in realistic ways by enabling movement data to be recorded from observation of an actor performing the desired motions. These techniques overcome the problems of animation continuity and timing but are often expensive or may require lots of space and setup. In our approach we outline a simple but yet natural and powerful motion capturing method using multitouch capable input devices. 3. Surface Motion Capturing An advantage of multitouch capable input devices is tracking multiple degrees of freedom simultaneously. One could for example track the position of one finger to control two components of an objects position and one finger to control the third component. The problem in doing so is that dependencies of object motion and finger movement are not intuitively understandable for the animator. A quiet similar problem occurs on modifying movement and time simultaneously. A more intuitive method should allow to modify 1 Figure 1. Captured animation of a bouncing ball only those degrees of freedom visible to the animator. Such a method could track the users finger over time taking sample points at discreet time intervals and calculating a simplified curve out of these points. This curve projected onto an animation plane parallel to the viewing plane defines the object motion path as shown in figure 2. The vertices of this path should contain all information about the objects transformation through time so that not captured degrees of freedom can later be defined by the animator if necessary. By using simple metaphors depending on multiple fingers one could easily animate additional degrees of freedom as shown in figure 1. Capturing movements of a human body in this way compared to traditional keframe animation reduces the problem of animation continuity quiet well. The problem of timing on the other hand is still not solved appropriately by this method. To handle this problem we use a technique from Terra and Metoyer [8]. These method allows to sketch out timing of motion without changing the animation path itself. Figure 2. Motion path 4. Applying Motion Data to Bone Structures Applying the described method to an object within a inverse kinematics allows intuitive animation of skeletons as shown in the figure of the first page. Even complex hand gestures could be applied to skeletons to animate realistic hand movement. A different approach could use captured data to control a physical simulation of a skeleton as described by Laszlo et al. [4]. In conjunction to skeletal animation also gait animations become important. Kohlhoff et al. [2] describes a technique for creating footsteps for those gait animations using a multitouch capable graphics tablet. In contrast to full body motion capturing our technique is not always able to capture a skeletal animation in a single pass. To handle this it has to be possible to capture different features of an animation separately and composite them later on. Dontcheva et al. [1] present a method for layering animations by composing feature animations of a character and instantly reflecting the resulting animation to the animator. 5. Conclusion We outlined a multitouch based animation paradigm that helps to overcome the described issues of animation continuity and timing. The next steps are clearly to fully implement this system on a multitouch table and to verify the expected effects. References [1] M. Dontcheva, G. Yngve, and Z. Popović. Layered acting for character animation. ACM Trans. Graph., 22(3):409–416, 2003. [2] P. Kolhoff, J. Preuß, and J. Loviscach. Walking with pens. In Eurographics 2005 Short Presentations, pages 33–36, 2005. [3] J. Lasseter. Principles of traditional animation applied to 3d computer animation. SIGGRAPH Comput. Graph., 21(4):35– 44, 1987. [4] J. Laszlo, M. van de Panne, and E. Fiume. Interactive control for physically-based animation. In SIGGRAPH ’00: Proceedings of the 27th annual conference on Computer graphics and interactive techniques, pages 201–208, New York, NY, USA, 2000. ACM Press/Addison-Wesley Publishing Co. [5] T. Moscovich. Principles and applications of multi-touch interaction. PhD thesis, Providence, RI, USA, 2007. AdviserJohn F. Hughes. [6] K. A. Pullen. Motion capture assisted animation: texturing and synthesis. PhD thesis, Stanford, CA, USA, 2002. Adviser-Christoph Bregler. [7] D. J. Sturman. Computer puppetry. IEEE Comput. Graph. Appl., 18(1):38–45, 1998. [8] S. C. L. Terra and R. A. Metoyer. Performance timing for keyframe animation. In SCA ’04: Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation, pages 253–258, Aire-la-Ville, Switzerland, Switzerland, 2004. Eurographics Association.