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Neural Animation Layering for Synthesizing Martial Arts Movements

Sebastian Starke, Yiwei Zhao, Fabio Zinno, Taku Komura

SIGGRAPHAcademicMotion Synthesis

Neural animation layering system enabling real-time synthesis of complex martial arts movements by composing motion layers with learned networks.

Abstract

Interactively synthesizing novel combinations and variations of character movements from different motion skills is a key problem in computer animation. In this paper, we propose a deep learning framework to produce a large variety of martial arts movements in a controllable manner from raw motion capture data. Our method imitates animation layering using neural networks with the aim to overcome typical challenges when mixing, blending and editing movements from unaligned motion sources. The framework can synthesize novel movements from given reference motions and simple user controls, and generate unseen sequences of locomotion, punching, kicking, avoiding and combinations thereof, but also reconstruct signature motions of different fighters, as well as close-character interactions such as clinching and carrying by learning the spatial joint relationships. To achieve this goal, we adopt a modular framework which is composed of the motion generator and a set of different control modules. The motion generator functions as a motion manifold that projects novel mixed/edited trajectories to natural full-body motions, and synthesizes realistic transitions between different motions.

How to read this

Category
Method: neural animation layering for motion synthesis
Contributions
  • A deep learning framework that imitates animation layering to mix, blend, and edit movements from unaligned motion-capture sources in a controllable way
  • A modular design of a motion generator (acting as a motion manifold) plus separate control modules that synthesizes novel locomotion, punching, kicking, avoiding, and combinations with realistic transitions
  • Reconstruction of fighter-specific signature motions and close-character interactions such as clinching and carrying by learning spatial joint relationships
Context
Builds on Starke et al.'s Local Motion Phases for multi-contact movements and echoes the layered, scriptable-actor idea of Perlin's Improv, applying learned manifolds to martial-arts motion composition.Builds on: Local Motion Phases for Learning Multi-Contact Character Movements · Improv: A System for Scripting Interactive Actors in Virtual Worlds
Correctness
Assumes that a learned motion manifold can project mixed or edited trajectories back to natural full-body motion; demonstrated on martial-arts mocap, so readers should note generalization beyond the trained motion domain and interaction types is not established here.
Clarity
Accessible at the systems level; a first pass conveys the layering analogy and modular structure, a second pass clarifies the generator and control-module networks.
How to read it
Read pass one for the layering-as-neural-modules concept and the manifold idea; a second pass on the control modules and phase handling pays off if you want to build interactive real-time synthesis.

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