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Physically Based Motion Transformation

Zoran Popovic, Andrew Witkin

SIGGRAPH1 descendantMotion SynthesisRetargeting

Edits captured motion through a spacetime optimization over a simplified physical character model, so the transformed motion stays physically plausible while meeting new animator constraints.

Abstract

Presents physically based motion transformation: edits to a captured or animated motion are propagated through a spacetime optimization over a simplified physical model of the character, so the modified motion stays physically plausible, respecting momentum, mass and forces, while satisfying the animator's new constraints. It enables retargeting and stylistic edits that preserve dynamic realism.

How to read this

Category
Method: physically based motion editing
Contributions
  • Physically based motion transformation: animator edits are propagated through a spacetime optimization over a simplified physical model of the character
  • Edited motion stays physically plausible (respecting momentum, mass, and forces) while satisfying new constraints
  • Enables retargeting and stylistic edits that preserve dynamic realism
Context
Builds on Witkin and Kass's Spacetime Constraints and on the same authors' Motion Warping, adding a physics layer so edits remain dynamically valid rather than purely signal-based.Builds on: Spacetime Constraints · Motion Warping
Correctness
Plausibility rests on a simplified physical character model, so fidelity is bounded by how well that simplification captures the real dynamics, and the spacetime optimization can be expensive and sensitive to setup.
Clarity
Conceptually clear but optimization-heavy; a first pass conveys why physics-aware editing matters, a second pass pays off for the spacetime formulation.
How to read it
First pass for the contrast with purely kinematic warping/retargeting; second pass on the simplified physical model and the spacetime optimization if you need physically valid edits.

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