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implement basic Character Animation algorithms like: IK, Motion Retargetting, Motion Blending, StateMachine, Motion Matching, Skinning, PD Control based on Games105 Framework

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After Class Reading:

How to Animate 3D Characters in 1 Minute: https://www.youtube.com/watch?v=TjJLIuFKA20

Human Body Rig in Blender https://www.youtube.com/watch?v=MAM7mF2v7dE

Behind the Scenes God of War PS5 | Mocap Footage: https://www.youtube.com/watch?v=HVXoOK4R8M0

Kinematics Animation

IK

Skinning

  • https://skinning.org/ Alec Jacobson, Zhigang Deng, Ladislav Kavan , and J. P. Lewis. Skinning: real time shape deformation. In ACM SIGGRAPH 2014 Courses (SIGGRAPH '14)
  • [SMPL: A Skinned Multi Person Linear Model]
  • [NeuroSkinning: Automatic Skin Binding for Production Characters with Deep Graph Networks Sig2019]
  • [Learning Skeletal Articulations with Neural Blend Shapes Sig2021]
  • https://rodolphe-vaillant.fr/entry/29/dual-quaternions-skinning-tutorial-and-c-codes
  • https://ww2.mathworks.cn/help/matlab/ref/griddata.html
  • J. P. Lewis, Matt Cordner , and Nickson Fong. 2000. Pose space deformation: a unified approach to shape interpolation and skeleton driven deformation . In Proceedings of the 27th annual conference on Computer graphics and interactive techniques (SIGGRAPH ’00), ACM Press/Addison Wesley Publishing Co., USA, 165 172.
  • Dragomir Anguelov , Praveen Srinivasan, Daphne Koller, Sebastian Thrun , Jim Rodgers, and James Davis. 2005 . SCAPE: shape completion and animation of people . ACM Trans. Graph. 24 , 3 (July 2005 ), 408 416
  • Egger et al. 2020. 3D Morphable Face Models Past, Present, and Future. ACM Trans. Graph. 39, 5 (June 2020), 157:1 157:38.

Motion Retargeting

  • [Aberman et al. 2020 SIGGRAPH]
  • [OpenPose, 2D Pose]
  • [3D Video based Pose estimation, source: DeepMotion Inc.]
  • [Holden 2018 Robust Solving of Optical Motion Capture Data by Denoising]
  • https://captury.com/
  • https://www.theiamarkerless.ca/
  • [Yi et al. 2021. TransPose : Real time 3D Human Translation and Pose Estimation with Six Inertial Sensors]
  • [Villegas et al. 2021, Contact Aware Retargeting of Skinned Motion]
  • nucl.ai Conference: Ubisoft Toronto "IK Rig" Prototype https://www.youtube.com/watch?v=V4TQSeUpH3Q

Motion Graphs

Motion Matching

Motion Blending

Learning based Approaches, Autoregressive Models traditional Gaussian Distribution:

  • Synthesizing Physically Realistic Human Motion in Low-Dimensional Behavior-Specific Spaces, Sig2004
  • Interactive Generation of Human Aniamtion with Deformable Motion Models, Sig2009
  • Continuous Character Control with Low-Dimensional Embeddings Sig2012

Neural Networks:

  • [Starke et al 2020, Local Motion Phases for Learning Multi Contact Character Movements]
  • Pirker and Katzenschlager 2017. Gait disorders in adults and the elderly.

Motion Generative Models

  • [Ling et al. 2021 Character Controllers Using Motion VAEs]
  • [Henter et al. 2020, MoGlow : Probabilistic and Controllable Motion Synthesis Using Normalising Flows]
  • [Zhang et al. 2022, arXiv , MotionDiffuse : Text Driven Human Motion Generation with Diffusion Model]
  • [Tevet et al. 2022, arXiv , MDM: Human Motion Diffusion Model]

Cross Modal Motion Synthesis

  • [Ao et al. 2022. Rhythmic Gesticulator. SIGGRAPH Asia 2022]
  • [Tevet et al. 2022. MotionCLIP]

Motion Reconstruction with Sparse Sensors

  • [DeepMotion: Virtual Reality Tracking]
  • [Ye et al. 2022:]
  • [Yang et al. 2022: Learning to Use Chopsticks]

Physics Character Animation

RigidBody

Spacetime/Trajectory Optimization

  • [Hodgins and Wooten 1995, Animating Human Athletics]
  • [ControlVAE Yao et al. 2022]
  • [Liu et al 2010. SAMCON]
  • [Wampler and Popović . 2009. Optimal gait and form for animal locomotion]
  • [AlBorno et al. 2013 Trajectory Optimization for Full Body Movements with Complex Contacts]
  • [Hamalainen et al. 2020, Visualizing Movement Control Optimization Landscapes]
  • [Zordan et al. 2005 Dynamic response for motion capture animation]
  • [Stable Proportional-Derivative Controllers]
  • [Macchietto et al. 2009 Momentum Control for Balance]

Abstract Models

  • [Yin et al. 2007, SIMBICON: Simple Biped Locomotion Control]
  • [Coros et al. 2010 Generalized Biped Walking Control Inverted Pendulum Model]
  • [Biped Walking Pattern Generation by using Preview Control of Zero-Moment Point]
  • [Muico et al 2011 Composite Control of Physically Simulated Characters]
  • [Liu et al. 2012 Terrain Runner]

DRL based Tracking Controllers

  • [Liu et al. 2016. ControlGraphs]
  • [Liu et al. 2018]
  • [Peng et al. 2018.DeepMimic]
  • [Mnih et al. 2015, Human level control through deep reinforcement learning]

Multi skill Characters

  • [Liu et al. 2017: Learning to Schedule Control Fragments ]

Most of the basic C++ code can be found in Unreal Engine, you can find the summaries here: keneyr.com/Animation/

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implement basic Character Animation algorithms like: IK, Motion Retargetting, Motion Blending, StateMachine, Motion Matching, Skinning, PD Control based on Games105 Framework

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