.
 

    This page oulines a number of the constraints we
commonly use to edit motion. A brief description and example can be found beside each constraint.
     Solving for a single constraint on a character's appendage may result in changes to the entire character. In other words, raising the location of a doorknob to well over a character's head may require that character to stand on his/her tiptoes. Our system attempts to satisfy all constraints simultaneously and as long as standing on one's tiptoes is acceptable, it will occur.

Foot Plants
  
  Footplants occur when a character firmly plants his/her foot (or other appendage) on a hard surface. The surface the foot collides with is assumed to be immobile, and the foot is assumed not to slide once it makes contact.
    Footplants are very useful in a number of cases. Changing the length or direction of a character's motion classically results in its feet sliding along the floor. Constraining the edited feet to firmly plant on the ground at certain points in time eliminates pesky skating effects.
    IMAGE/EXAMPLE
    Footplants also allow the user to change the topology of the groundplane the character is traversing. Raising and lowering footplants allows for the creation of small hills and valleys in the terrain.
    IMAGE/EXAMPLE

Self Collision
    If a motion is to be associated with a character of a different size or shape than the original, due to new bone lengths (see motion retargeting) or new arm/head/etc sizes, the the new character often winds up sticking his/her appendages through other body parts. These self-collisions as we call them, can be solved by constraining the character to maintain certain distances between his/her body parts.
    The following is an example of a character with large feet. His feet initially go through eachother while climbing the ladder, but after the constraints are applied, they move around eachother.

Keep Apart
    Certain moments in animations require body parts to maintain a fixed distance from eachother at all times. This is especially prominent when picking up an object of a fixed size. If you desire a new character to be smaller than the current character but pick up the same object, its arms need to spread wider to grab the desired object. The keep apart constraint allows for the object's size to remain constant.
    The following example shows a human-sized character picking up a box followed by a smaller character picking up the same box.

Nail
    If a character is intended to 'hit' or place his/her hand on a certain point in space, this point is fixed with a nail constraint. If a character is supposed to push a button of a fixed or twist a doorknob of a fixed height, the nail constraint keeps this height constant.
    The following example shows the location of a vicious karate kick being relocated via a nail constraint.

Introduction

Papers

Approach
  types of constraints

Software Infrastructure

Techniques
  motion retargeting
  path-editing

Downloads

Mailing List

SIGGRAPH
course notes


Related links