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Real-Time Motion Retargeting to Highly Varied User-Created Morphologies
Chris Hecker, Bernd Raabe, Ryan W. Enslow, John DeWeese, Jordan Maynard, Kees van Prooijen
Real-time motion retargeting for highly varied character body shapes, enabling game characters with diverse proportions to share animation.
Abstract
This paper presents a system for animating characters whose skeleton morphologies are unknown when the animation is authored, developed for the game Spore where players create their own creatures. Animators author motion in a tool called Spasm by attaching semantic information, contexts and movement modes, that records keyframed motion in a generalized, character-independent form. At runtime the generalized data is specialized onto specific player-created characters to produce pose goals that are fed to a robust Particle IK solver, with stylized locomotion synthesized for arbitrary leg configurations and passive secondary animation added for appeal. The IK solver treats the skeleton as particles linked by length constraints and uses a two-phase spine-then-limb solve tuned for natural poses under conflicting goals.
How to read this
- Category
- Method: real-time motion retargeting to unknown morphologies
- Contributions
- Animates characters whose skeleton morphology is unknown at authoring time, as needed for player-created creatures
- An authoring tool where animators attach semantic information (contexts and movement modes) to record motion in a character-independent form
- Runtime specialization onto arbitrary skeletons via a robust particle IK solver, with synthesized stylized locomotion for arbitrary leg configurations and passive secondary animation
- Context
- Extends the motion-retargeting line begun by Retargeting Motion to New Characters (Gleicher) to the extreme case of arbitrary, user-authored morphologies in a shipped game.Builds on: Retargeting Motion to New Characters
- Correctness
- Presented as a shipping production system for highly varied creatures, with a two-phase spine-then-limb particle IK solve tuned for natural poses under conflicting goals; readers should keep in mind it favors robustness and appeal over biomechanical accuracy, and trade-offs are tuned to the game's needs rather than measured against ground truth.
- Clarity
- Very readable and practical; a first pass conveys the generalize-then-specialize approach and a single careful pass largely suffices.
- How to read it
- Read it as a systems-design case study: focus on the semantic authoring representation and the particle IK two-phase solve; a second pass is worth it for the IK tuning if you build retargeting for variable rigs.
Builds on
Related work
- Normalized Euclidean Distance Matrices for Human Motion Retargeting 2017 / MIG
- Dog Code: Human to Quadruped Embodiment Using Shared Codebooks 2024 / MIG
- Motion Retargeting for Crowd Simulation 2015 / DigiPro
- Motion Warping 1995 / SIGGRAPH
Keywords
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