Motions as Signals
Motion signal intuitions
- frequency content – important
- high frequencies are important (presence or absence)
- over-smoothing
- frequency-based noised reducion
Time manipulations
- shifts
- scalings
- warpings
- how to find the warps? manually – automatic later
- resampling
- messing with derivatives
Space manipulations
- transform the whole motion
- scale / rotate / translate / …
- align motions
Treating the root seperately
- move root (by high-level control) – then add details
- better to think of as “floor tile” (since hip motion is useful) – global transform to character
- x,z,theta (along floor) is special
Manipulations of the non-root
- per-frame changes?
- need to be careful! (coherence)
- per-motion changes? (constants)
- adding constants (tilt head)
- scaling (emphasize)
- changes change over time
- add another motion? (linear combination)
- blending – we’ll come back to it
- add a displacement function
- motion warps / motion displacement maps
- layering
- temporal locality control (independence of edits and frame rate)
- posture interpolation at key frames
- add another motion? (linear combination)
Displacement Maps
- basic idea
- IK at keyframes
- layering
Constraint based issues
- IK at key frames
- IK per frame
- Spacetime
- PFIK + F
Retargeting
Blending
- Basic idea
- Why does it work?
- manifold of pose space
- manifold of motion space
- “real” interpolation vs. interpolation in parameters
- When doesn’t it work?
- Interpolating physical properties
Making it work
- Capturing Wisely
- Choosing Wisely
- Editing Wisely
- Manual Alignment
- global position
- key time time alignment (manual time warps)
- problem: tedious, only a few points, …
How to decide automatically?
- Distance metric