Abstract
dc:description.abstractMotion 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 × 4Rights
- 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