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Brigham Young University - Provo

Real-Time Motion Transition by Example

Abstract

dc:description.abstract

Motion transitioning is a common task in real-time applications such as games. While most character motions can be created a priori using motion capture or hand animation, transitions between these motions must be created by an animation system at runtime. Because of this requirement, it is often difficult to create a transition that preserves the feel that the actor or animator has put into the motion. An additional difficulty is that transitions must be created in real-time. This paper provides a method of creating motion transitions that is both computationally feasible for interactive speeds, and preserves the feel of the original motions. To do this, we build the transition from both a procedural motion and a motion segment taken from the motions being transitioned between.

Degree

thesis:*
Name thesis:degree_name
MS
Grantor dc:publisher
Brigham Young University - Provo

Author and committee

dc:creator, dc:contributor.*
Author dc:creator
  • Egbert, Cameron Quinn

Subjects

dc:subject × 4

Rights

Language dc:language
English

Identifiers

dc:identifier.*
Repository record dc:identifier
https://scholarsarchive.byu.edu/etd/429
OAI identifier oai:identifier
oai:scholarsarchive.byu.edu:etd-1428

Chain of custody

source
Harvested from
Brigham Young University
Base URL
scholarsarchive.byu.edu/do/oai/
Last updated
2026-07-24
Source record
OAI-PMH GetRecord
citation

Egbert, Cameron Quinn. Real-Time Motion Transition by Example. Brigham Young University - Provo, https://scholarsarchive.byu.edu/etd/429