Phase 2 Status – Sean, Subhadip, Leslie, Sajika

by Sean Andrist March 25, 2011 Project 1 Post-Break Checkpoint

1. Our main goal is to be able to define a subspace of a continuous character configuration space using a motion capture database, and use it to animate a character in a way that is very responsive to real time user input. To produce the character space we will be using motion fields, which are a high-dimensional […]

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Project 1 Phase 2 Update: Albers, Crowell, Mitchell

by Nathan Mitchell March 25, 2011 Project 1 Post-Break Checkpoint

General Group Structure: David Guild has officially dropped the class, and therefore is no longer part of our group. Current Project Goals: Implement the system detailed in the following paper: James McCann and Nancy S. Pollard. Responsive Characters from Motion Fragments, ACM Transactions on Graphics (SIGGRAPH 2007), August 2007, Vol 26. No. 3. The task […]

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Phase 1 Recap – Sean, Leslie, Sajika, Subhadip

by Sean Andrist March 25, 2011 Project 1 Post-Break Checkpoint

1. In phase 1, we created a plugin for Maya that allows you to load in and view motions specified in .trc, .asf, and .bvh files. By selecting two skeletons in motion and specifying frame start and end times, motions can be interpolated and spliced. Since the initial deadline for phase 1, we have improved […]

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Phase 2 Status – Chaman, Jim, Raja, Xiaolu

by xlzhang March 25, 2011 Project 1 Post-Break Checkpoint

Main Idea / Objective Implementing Laplacian Path Editing, and a subset of path editing features inspired by the “Synchronized Multi-Character Motion Editing” paper. What we will demonstrate by the due date Multiple character loading : load multiple BVH files or make multiple “clones” of the same BVH motion, offset in space. For each skeleton, the […]

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Phase 1 Recap – Chaman, Jim, Raja, Xiaolu

by xlzhang March 25, 2011 Project 1 Post-Break Checkpoint

Which Phase 1 features are implemented and working Reading and writing skeleton and marker data formats : Qt UI menus to load and save files, allows browsing through the file system. Visualizing skeleton and marker data : Can playback the motions with proper frame rate, or use sliders to look at specific portions. Generate marker […]

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Phase 2 Status: Adrian, Michael, Reid, and Aaron

by Michael Correll March 25, 2011 Project 1 Post-Break Checkpoint

We are attempting to make a sketch-based interface that relies on motion graphs. The user ought to be able to draw a spline in an environment, and a plausible motion that adheres closely to the path of the spline should be created. Different “brush” types will allow for the user to specify additional movement modalities […]

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Project 1 Post-Break Recap

by Reid March 24, 2011 Project 1 Post-Break Checkpoint

Phase 1 features Read in BVH and AMC, tested on sample files from internet, CMU-database, and p/graphics. Multiple motions at once, each motion is loaded in from a file and a scrubber bar lets you choose when they start to play Motion splicing (without blending), choose file 1 and file 2 then hit splice. Motion […]

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The week in 777 (3/21-3/25)

by Mike Gleicher March 20, 2011 News

In this post-Spring Break (but maybe not actually Spring) week, we’ll move on from human motion synthesis in terms of lectures, although you are still working on the project. In terms of subject matter, we’ll start to talk about character geometry – rigging and skinning. We’ll also plan for the rest of the semester. Monday […]

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Project 1 Post-Break Checkpoint

by Mike Gleicher March 20, 2011 Project 1

The “post-break” checkpoint for Project 1 is due on Friday, March 25th, before 7pm. (I was going to say before 5pm, but realistically, I am not going to look at things before the evening). There are two parts to this (phase 1 recap, phase 2 checkpoint). Each group must make 2 postings to the “Project […]

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Papers on Skinning

by Mike Gleicher March 18, 2011 Readings

You will get instructions as to what you are supposed to do with these papers later. Everyone will read a subset of them. If you have any suggestions for papers to be added, add a comment to this posting. A. Basic Skinning – The Classics Mohr & Gleicher. Building efficient, accurate character skins from examples. […]

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