Perception Based Gait Generation for Quadrupedal Characters



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With the rapid expansion of the range of digital characters involved in film and game production, creating a wide variety of expressive characters has become a problem that cannot be solved efficiently through current animation methods. Key-frame animation is time-consuming and requires animation expertise. Motion capture is constrained by equipment and environment requirements and is most applicable to humanoid characters. Simulation can produce physically correct motion but does not account for expressiveness. This thesis focuses on developing a more efficient animation system using a procedural approach in which the skeletal structure and characteristics of motion that communicate weight and age in quadrupeds have been isolated and engineered as user-controlled tools and modifiers to build creature shape and synthesize cyclic gait animation. This new approach accomplished the goal of quick generation of expressive characters. It is also successful in achieving real-time animation playback and adjustment.