From Motion Capture to Real-Time Character Animation

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1 From Motion Capture to Real-Time Character Animation Franck Multon 1,2, Richard Kulpa 1, Ludovic Hoyet 2, Taku Komura 3 1 M2S, University of Rennes 2, Av. Charles Tillon CS 24414, Rennes, FRANCE 2 Bunraku, IRISA, Campus Universitaire de Beaulieu, Rennes, FRANCE 3 IPAB JCMB, Edinburgh Univ, Kings Buildings, Mayfield Rd, Edinburgh EH9 3JZ, UK {franck.multon, richard.kulpa}@uhb.fr, lhoyet@irisa.fr, tkomura@inf.ed.ac.uk Abstract. This paper describes a framework for animating virtual characters in real-time environments thanks to motion capture data. In this paper, we mainly focus on the adaptation of motion capture data to the virtual skeleton and to its environment. To speed-up this real-time process we introduce a morphology-independent representation of motion. Based on this representation, we have redesigned the methods for inverse kinematics and kinetics so that our method can adapt the motion thanks to spacetime constraints, including a control of the center of mass position. If the resulting motion doesn t satisfy general mechanical laws (such as maintaining the angular momentum constant during aerial phases) the current pose is corrected. External additional forces can also be considered in the dynamic correction module so that the character automatically bend his hips when pushing heavy objects, for example. All this process is performed in real-time. Keywords: virtual human, real-time animation, kinematics, dynamics. 1 Introduction Animating virtual humans thanks to motion capture data generally requires lots of precomputation and manual editing. Firstly motion capture data generally contain some holes and the Cartesian position of surface markers must be converted into joint angles. Most of the commercial softwares such as Motion Builder (product of Autodesk) and IQ for Vicon systems (product of Oxford Metrics) offer very efficient interfaces and algorithms to perform such processes. Secondly, motion capture data should be applied to the virtual character (called motion retargetting) that is used in the application leading to some corrections when the feet are not in contact with the ground during contact phases for example. Thanks to some research works in computer animation, this task can be performed almost automatically in a precomputation step. Then, new problems occur when this animation has to be applied to interactive environments such as video games. In the real-time engine, the 3D environment may be different

2 from the one in which the actor performed his motion. The pose of the character should be adapted in order to take this new situation into account. This problem is generally solved concurrently to the motion retargetting step by precomputing some situations in advance. However, for a wide set of possible actions and situations, this manual approach leads to very long and fastidious work. Moreover the resluting database of motions is very large leading to long loading phases. It also requires a very large place on the storage support and memory. Once motions are correctly precomputed, the real-time animation engine has to select the most convenient clip for a given situation and character. However, new behaviors and situations generally cannot be processed during real-time animation. Imagine an application where the user can create a character by tuning its dimensions and appearance. In that case, it s impossible to perform motion retargetting in advance. Let us consider now that this new character is driven in real-time by the user and has to interact with other players. For example, a user can put objects into a cupboard or other characters can concurrently interact with such a cupboard. The player wishes to see the virtual character adapting his pose as a consequence of a change of the mass of the cupboard (see figure 1). Fig. 1. Left) The motion of the character is adapted in real-time in order to push a heavy cupboard while the original motion was simply walking with the two hands placed in front of him (green character). Right) The character reacts in real-time to an external force exerted on his shoulder while walking. This paper addresses this kind of problem by introducing real-time algorithms capable of adapting a motion clip to the morphology of the character, to kinematic constraints and to some dynamic constraints. 2 Related works Adapting motion capture data to new situations rises three main problems: solving kinematic constraints, ensuring continuity and preserving the original style.

3 Displacement maps [1] [2] [3] where introduced in order to solve these problems. It consists in solving constraints when needed and then filtering the resulting discontinuous motion in order to obtain a continuous one. This approach can be used to retarget a motion to a character [4]. If the character that has to be animated has a different topology from the one that was used to process motion capture data (a character with an accurate model of the shoulder vs. an original model with a rigid torso for example), an intermediate skeleton can be used [5]. However, displacement maps require a complete knowledge of the sequence and the constraints in advance. In real-time interactions with a user, such constraints are not accurately known in advance as the user can modify the actions and the environment in an unpredictable way. Real-time inverse kinematics [6] [7] [8] and kinetics [9] (ensuring the control of the position of the center of mass) can also be solved in real-time. In the specific case of foot-skate clean-up, this process is very fast [10]. For a wholebody pose control, it s very difficult to control more than one character in realtime whereas computation time used for this process could be used for processing other tasks in the animation engine. Moreover these techniques are only designed to solve kinematic and kinetic constraints in interactive time but cannot ensure that mechanical laws are satisfied (such as preserving the angular momentum constant during aerial phases or limiting joint torques). To solve kinematic and dynamic constraints concurrently, several authors have proposed to optimize an objective function gathering all these constraints [11] [12] [13] [14] [15]. By nature, this process cannot be used in real-time animation as it requires a complete knowledge of the constraints in advance. Another solution consists in applying inverse dynamics and to tune to motion until the forces and torques reach acceptable values [16]. This method has been extended in order to deal with dynamic stability [17] and to correct the angular momentum in aerial phases thanks to time warping [18] or real-time local adjustments [19]. Dynamic filters were introduced in order to adapt an incorrect motion in order to satisfy the mechanical laws frame-by-frame [20]. It has been applied to obtain a stable motion from the dynamic point of view [21]. In order to react to external perturbations, it s also possible to simulate the passive behavior of the virtual human s mechanical system and to search a database of possible reactions the candidate that best fit the simulation conditions [22] [23]. This process calculates a whole sequence and is difficult to apply in real-time for interactive applications. Moreover, only local perturbations such as pushes are considered. It cannot be used to compensate continuous external actions, such as pushing an heavy object. In this paper, we propose a framework to animate virtual humans thanks to motion capture data while taking kinematic and dynamic constraints into account. This framework was designed for real-time animation (per-frame solvers). Section 3 provides an overview of this framework. All this framework is based on a morphology-independent representation of motion that is described in section 4. Then, the inverse kinematics and kinetics solver (section 5) and the on-line dynamic correction (section 6) are presented.

4 3 Overview Fig. 2. Overview of the motion adaptation framework. The whole framework is able to synchronize and blend several motion capture data in order to solve a complex task in real-time, as described in [24]. When all the desired motions are blended into a unique pose, this latter can be adapted to a set of constraints. This paper focuses on this part of the framework only. Let us consider q the set of data that are associated to a pose of the character. In this paper, these data are based on a morphology-independent representation of motion, as described in section 4. At time t, q is associated to a set of kinematic and kinetic constraints (modeled as equality equations f i (q) = c i ). Before solving these constraints, q must be scaled to the virtual human s morphology, as depicted in figure 2. The resulting vector q s is not made of joint angles any more but consists of Cartesian and angular data. The inverse kinematics and kinetics solver is applied on q s in order to find a pose that satisfies a compromise of all the constraints. At this step, the solver delivers joint angles that are compatible with the virtual character. However, the resulting motion doesn t take external forces into account so that the angular and linear momentums may be incorrect from the mechanical point of view. The Dynamic Correction module aims at modifying the resulting angles in order to ensure that external forces are taken into account. This module doesn t compute the joint torques but is based on analyzing the mechanical constraints applied to the global system. Hence, during the aerial phase, the angular momentum should remain constant and the acceleration of the center of mass should equal gravity. During the contact phase, we assume that the character should counteract the external forces to preserve as much as possible the initial movement. To do so, the system can tune the orientation of groups of body segments. The goal is to modify the ground reaction force, the center of pressure and the position of

5 the center of mass in order to counteract the new imposed external forces, as depicted in figure 1. 4 Morphology-independent representation of motion Fig. 3. Morphology-independent representation of motion. The morphology-independent representation of motion was preliminary described in [25]. It s based on a Cartesian normalized representation of a posture. In this representation, the human body is subdivided into kinematic subchains (see figure 3) that describe parts of the skeleton. Those kinematic chains are divided into three main types: the normalized segments that consist of only one body segment (such as the hands, the feet, the clavicle and the scapula). They are normalized by their length ; the limbs with variable length that encode upper and lower limbs composed with two body segments each. In this representation, the intermediate joints (elbows and knees) are not encoded given that their positions are directly linked to the characters anthropometric properties. To retrieve them, an analytical solution derived from IKAN [26] is used ; and the spine is modeled by a spline (as suggested in biomechanics) which advantage is that it can be easily subdivided into as many segments as wishes, depending on the character description. This spline is easily normalized by scaling the coefficients between 0 (close to pelvis) and 1 (close to the skull). Given this data structure, every motion capture data or edited trajectory (whatever the size of the initial skeleton) can be used as an initial pose. This pose is then adapted to the new skeleton by simply multiplying all the normalized data by the dimensions of the new character.

6 5 Inverse Kinematics and Kinetics Once a set of parameters q s is scaled to the size of the virtual character, the system has to solve the equality constraints f i (q s ) = c i. Generally, this task is performed by an inverse kinematics solver that consists in locally linearizing f i to inverse it. However, the computation cost is very high and this process sometimes leads to unrealistic poses. The main problem is to solve constraints expressed in the Cartesian frame whereas q s is a set of joint angles. With our representation based on relative Cartesian positions, the problem is simpler. Hence, for a group of body segment, it s possible to find an analytical solution for each constraint. For the arm, it s possible to determine very efficiently the new location of the wrist in the shoulder reference frame while preserving the initial orientation of the arm. The same kind of direct solution can be found for each group of body segments (limbs, trunk and head). The main problem is to control the whole body whereas the solutions can be found locally for each group of segments. To solve this problem, we have adapted a Cyclic Coordinate Descent algorithm [27]. It consists in iteratively adapting the groups in a specific order until convergence. The order is selected to adapt the distal segments first because they are associated with less energy than the trunk or the whole body position and orientation. Moreover, the limbs offer a wide range of reaching positions that generally enables to solve the constraints in only one iterations (for targets (c) placed close to the body). The corresponding algorithm is: it = 0 Do adaptgroup(head) adaptgroup(right ARM) adaptgroup(left ARM) adaptgroup(right LEG) adaptgroup(left LEG) adaptgroup(trunk) adaptroot() completed = computeerror() While ( (it++ < maxit) & (not completed) ) This method also enables us to control the position of the center of mass [28] by offering immediate position of the local centers of mass for each group. Thus, analytical solutions can also be proposed for each body group to displace its local center of mass to a convenient place. However, for this process, the order in which the groups are adapted is different: from heaviest masses (leading to a large displacement of the global center of mass) to lightest ones (small displacements). This way, the minimum number of necessary groups is affected with this method. Figure 4 depicts dozens of various characters that have to satisfy the same geometric constraints (placing the two wrists and ankles onto targets) while ensuring that the center of mass stays along a vertical line.

7 Fig. 4. Dozens of characters controlled through interactively constraining the wrists and ankles. The center of mass is also constrained over a vertical line going through the middle of the feet. 6 Dynamic correction The dynamic corrections consist in adapting the joint angles if the corresponding whole-body motion doesn t satisfy the mechanical laws. It can be subdivided into two parts: during aerial phases, some global mechanical values are well known. For example, the angular momentum remains constant and the acceleration of the center of mass equals gravity. Let function h(q s ) returns the angular momentum according to the joint angles. If an error h in the angular momentum appears, it s possible to retrieve the joint angles that eliminates this error by locally linearizing h (see [19] for details). during contact phases, the way the global mechanical values should change is more complex. If the user adds external forces that were not initially considered, the system should be able to adapt the sequence of poses to react to this perturbation. For example, when a character is pushing a cupboard, he should adapt his poses in order to react to the corresponding external force. The same way, when a character is turning, he should react to centrifugal accelerations by bending the whole body inside the turn. Let us consider now the last item. The main goal is to perform the initial task as much as possible while reacting to the continuous external forces F e added in real-time. To do so, the system can act with two complementary methods: displacing the center of pressure COP into the base of support in order to create a new torque COP R where R is the ground reaction force. If the required COP remains in the base of support to counteract all the perturbation, no other change is needed; nothing is changed in the character s pose. if the first solution is not enough to counterbalance F e, the next step consists in changing the ground reaction force R. Theoretically R becomes R F e.

8 All the components of R change but the vector should stay within the cone of friction forces. Each change of the ground reaction force leads to a change of the global orientation and position of the center of mass. As the character is attached through kinematic constraints to the ground, it leads to a change of the pose of the character, as depicted in figure 1. For the latter, the main problem is to express the Newton s laws as a function of the global orientation of the character q 1 at time t: M W (q 1 ) + M R (q 1 ) + M Fe Ḣ(q 1) + M(mẍ(q 1 )) = 0 (1) M W (q 1 ) is the torque due to the body weight, M R (q 1 ) is the one due to the ground reaction force (linked to the position of the center of pressure), M Fe is the one due to the additional external forces and Ḣ(q 1) is the derivative of the angular momentum. The center of pressure is assumed to be the Zero Moment Point, usually utilized for stabilizing biped robots [17]. Without additional external forces, when a motion is retargetted to a new character, this sum is certainly different from 0. This is due to a set of approximations: the model is different from a real human body, the body segments length and mass properties are also different. So equation 1 becomes: min q1 (M W (q 1 ) + M R (q 1 ) + M Fe Ḣ(q 1) + M(mẍ(q 1 ))) 2 (2) This expression is minimized to calculate the global orientation of the character that best satisfies equation 1. When the global orientation is known, the kinematic constraints may be unsatisfied and a new inverse kinematics step is performed to locally correct the pose of the character, as depicted in figure 2. This minimization includes the perturbations due to the external forces. As a consequence, the global orientation is modified not only to compensate the change of morphology but also the addition of those external forces. q 1 should also remain in the neighborhood of the current pose in order to avoid discontinuities. Hence, the search space is quite small and a simple iterative method can find an optimal solution with only few steps. Left part of figure 1 depicts a character that has to push a furniture. Depending on the weight of the furniture and the friction forces on the ground, the virtual human has to compensate an external force applied to his hands. In this figure, the green character stands for the original pose, without external force. The other character is obtained after our method for a 50Kg furniture. We can see that the system automatically rotates the whole body to compensate the external forces exerted by the furniture. The kinematic constraints (connecting the feet without sliding on the ground and putting the hand on the furniture) are also satisfied. This correction is performed in real-time. 7 Conclusion We have described a framework to control motion of virtual characters thanks to motion capture data while satisfying kinematic constraints with very few computation time. In addition to kinematics, the system is able to correct poses that

9 doesn t satisfy general mechanical laws if we only consider the center of mass mechanical system. Although this approach is limited to the global system, it enables us to calculate motions that can take continuous external forces into account. It s the case when a character has to push or carry objects, for example. The goal is to propose very fast computation instead of calculating all the joint torques that are necessary to control the character s mechanical skeleton. Although this very fast computation leads to some approximations, it can be used for animating numerous characters concurrently while taking some dynamic effects into account: bending the body while turning, climbing the trunk while walking on a leaning ground, hanging heavy objects... In the future, this method should be extended to deal with local adjustments instead of global ones. Moreover, with the method presented in this paper, this character reacts instantaneously to external perturbations whereas some latency occur in real world. We should also take this latency into account, otherwise the character may look like superman in some cases. Acknowledgements This work has been supported by the Conseil Régional de Bretagne, the Conseil Général d Ille et Vilaine and Rennes Metropole. References 1. Gleicher, M.: Motion editing with spacetime constraints. In: In Proceedings of Symposium on Interactive 3D Graphics. (1997) Lee, J., Shin, S.: A hierarchical approach to interactive motion editing for humanlike figures. Proceedings of ACM SIGGRAPH 99 (August 1999) LeCallennec, B., Boulic, R.: Interactive motion deformation with prioritized constraints. In R. Boulic, D.P., ed.: Proceedings of ACM/Eurographics SCA, Grenoble, France (august 2004) Gleicher, M.: Retargetting motion to new characters. In: Proc. of ACM SIG- GRAPH. (July 1998) Monzani, J., Baerlocher, P., Boulic, R., Thalmann, D.: Using an intermediate skeleton and inverse kinematics for motion retargeting. Eurographics (3) (2000) 6. Shin, H., Lee, J., Shin, S., Gleicher, M.: Computer puppetry: An importance-based approach. ACM Trans. Graph. 20(2) (2001) Yamane, K., Nakamura, Y.: Natural motion animation through constraining and deconstraining at will. IEEE Trans. on Visualization and Computer Graphics 9(3) (2003) Baerlocher, P., Boulic, R.: An inverse kinematic architecture enforcing on arbitrary number of strict priority levels. The Visual Computer 20(6) (august 2004) Boulic, R., Mas, R., Thalmann, D.: A robust approach for the center of mass position control with inverse kinetics. Journal of Computers and Graphics 20(5) (1996) 10. Kovar, L., Gleicher, M., Schreiner, J.: Footskate cleanup for motion capture. ACM Siggraph Symposium on Computer Animation 2002 (2002)

10 11. Witkin, A., Kass, M.: Spacetime constraints. In: Proceedings of ACM SIGGRAPH, Atlanta, Georgia, Addison Wesley (August 1988) Liu, C., Popović, Z.: Synthesis of complex dynamic character motion from simple animations. ACM Transaction on Graphics 21(3) (July 2002) Abe, Y., Liu, C., Popovic, Z.: Momentum-based parameterization of dynamic character motion. In: Proceedings of ACM SIGGRPAH/Eurographics Symposium on Computer Animation, Grenoble, France (2004) Sulejmanpasic, A., Popovic, J.: Adaptation of performed ballistic motion. ACM Trans. on Graphics 24(1) (January 2005) Chai, J., Hodgins, J.: Constraint-based motion optimization using a statistical dynamic model. ACM Transactions on Graphics - Siggraph (3) (2007) Ko, H., Badler, N.I.: Animating human locomotion in real-time using inverse dynamics. IEEE Computer Graphics & Applications (1996) 17. Shin, H., Kovar, L., Gleicher, M.: Physical touch-up of human motions. In: Proceedings of Pacific Graphics, Alberta, Canada (October 2003) 18. Majkowska, A., Faloutsos, P.: Flipping with physics: Motion editing for acrobatics. In: Proceedings of Eurographics/ACM SIGGRAPH Symposium on Computer Animation, San Diego, USA (2007) In Press 19. Multon, F., Hoyet, L., Komura, T., Kulpa, R.: Dynamic motion adaptation for 3d acrobatic humanoids. In: Proceedings of IEEE Humanoids (December 2007) 20. Yamane, K., Nakamura, Y.: Dynamic filters - concept and implementations of online motion generator for human figures. IEEE transactions on robotics and automation 19(3) (2003) Tak, S., Ko, H.: A physically-based motion retargeting filter. ACM Transactions on Grpahics 24(1) (2005) Arikan, O., Forsyth, D., O Brien, J.F.: Pushing people around. In: SCA 05: Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation. (2005) Zordan, V., Majkowska, A., Chiu, B., Fast, M.: Dynamic response for motion capture animation. ACM Trans. Graph. 24(3) (2005) Multon, F., Kulpa, R., Bideau, B.: Mkm: a global framework for animating humans in virtual reality applications. Presence 17(1) (2008) Kulpa, R., Multon, F., Arnaldi, B.: Morphology-independent representation of motions for interactive human-like animation. Computer Graphics Forum, Eurographics 2005 special issue 24(3) (2005) Tolani, D., Goswami, A., Badler, N.: Real-time inverse kinematics techniques for anthropomorphic limbs. Graphical Models 62 (2000) Lander, J.: Making kine more flexible. Game Developer Magazine 1 (November 1998) Kulpa, R., Multon, F.: fast inverse kinematics and kinetics solver for human-like figures. In: Proceedings of IEEE Humanoids, Tsukuba, Japan (december 2005) 38 43

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