Generating Upper-Body Motion for Real-Time Characters Making their Way through Dynamic Environments
Eduardo Alvarado, Damien Rohmer, Marie-Paule Cani

TL;DR
This paper introduces a hybrid real-time upper-body animation model for characters navigating dynamic environments, combining keyframes, physics, and antagonistic controllers for adaptable, plausible movements.
Contribution
It presents a novel hybrid approach integrating keyframes, physics, and antagonistic controllers for real-time character upper-body motion in complex environments.
Findings
Enables real-time, adaptable upper-body movements
Provides explicit control over character behavior and style
Seamlessly adapts to new environmental situations
Abstract
Real-time character animation in dynamic environments requires the generation of plausible upper-body movements regardless of the nature of the environment, including non-rigid obstacles such as vegetation. We propose a flexible model for upper-body interactions, based on the anticipation of the character's surroundings, and on antagonistic controllers to adapt the amount of muscular stiffness and response time to better deal with obstacles. Our solution relies on a hybrid method for character animation that couples a keyframe sequence with kinematic constraints and lightweight physics. The dynamic response of the character's upper-limbs leverages antagonistic controllers, allowing us to tune tension/relaxation in the upper-body without diverging from the reference keyframe motion. A new sight model, controlled by procedural rules, enables high-level authoring of the way the character…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
