Lecture 14: Editing and Blending

by Mike Gleicher on February 27, 2013

Motions as Signals

Motion signal intuitions

  • frequency content – important
    • high frequencies are important (presence or absence)
    • over-smoothing
  • frequency-based noised reducion

Time manipulations

  • shifts
  • scalings
  • warpings
    • how to find the warps?  manually – automatic later
  • resampling
  • messing with derivatives

Space manipulations

  • transform the whole motion
  • scale / rotate / translate / …
  • align motions

Treating the root seperately

  • move root (by high-level control) – then add details
  • better to think of as “floor tile” (since hip motion is useful) – global transform to character
  • x,z,theta (along floor) is special

Manipulations of the non-root

  • per-frame changes?
    • need to be careful! (coherence)
  • per-motion changes? (constants)
    • adding constants (tilt head)
    • scaling (emphasize)
  • changes change over time
    • add another motion? (linear combination)
      • blending – we’ll come back to it
    • add a displacement function
      • motion warps / motion displacement maps
      • layering
      • temporal locality control (independence of edits and frame rate)
      • posture interpolation at key frames

Displacement Maps

  • basic idea
  • IK at keyframes
  • layering

Constraint based issues

  • IK at key frames
  • IK per frame
  • Spacetime
  • PFIK + F

Retargeting

Blending

  • Basic idea
  • Why does it work?
    • manifold of pose space
    • manifold of motion space
    • “real” interpolation vs. interpolation in parameters
  • When doesn’t it work?
  • Interpolating physical properties

Making it work

  • Capturing Wisely
  • Choosing Wisely
  • Editing Wisely
  • Manual Alignment
    • global position
    • key time time alignment (manual time warps)
    • problem: tedious, only a few points, …

How to decide automatically?

  • Distance metric
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