Presented at CGI 2019
Our goal is to achieve smooth & quick motion transition between two motion clips in interactive applications.
We propose optimal one-hop motion transition: automatically insert a short intermediate motion clip between the source and destination motion clips in an optimal way.
While naïve direct transitions exhibit visual artifacts (e.g., footskating), our optimal one-hop transitions are much more natural-looking.
Our framework can be implemented in game engines (e.g., Unity) and run in real time thanks to precomputation.
Characters in interactive 3D applications are often animated by creating transitions from one motion clip to another in response to user input. It is not trivial, however, to achieve quick, natural-looking transitions between two arbitrary motion clips, especially when the two motions are dissimilar. To tackle this problem, we present a simple framework called optimal one-hop motion transition, which creates quick, natural-looking transitions on the fly without requiring careful manual specifications. The key ideas are (1) to insert a short intermediate motion clip, called a hop, between the source and destination motion clips, and (2) to select such a hop motion clip and its temporal alignment in an optimal way by solving a search problem. In the search problem, our framework tries to balance the naturalness of the resulting transitions and the responsiveness to user input. This search can be precomputed and the results can be stored in a lookup table, making the runtime cost to play an optimal transition negligible. We demonstrate that our framework is easily integrated into a widely used game engine, and that it greatly improves the quality of transitions in practical scenarios.
Yuki Koyama and Masataka Goto. 2019. Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation. Visual Comput. 35, 6--8, pp.1131--1142 (2019). (a.k.a. Proceedings of CGI 2019)
DOI: 10.1007/s00371-019-01693-8