Emotional Communicative Body Animation for Multiple Characters
Publication date
2005
Authors
Egges, A.
Magnenat-Thalmann, N.
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Document Type
Preprint
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Abstract
Current body animation systems for Interactive Virtual Humans are mostly procedural or key-frame based.
Although such methods provide for a high flexibility of the animation system, often it is not possible to create
animations that are as realistic as animations obtained using a motion capture system. Simply using motion
captured animation segments in stead of key-framed gestures is not a good solution, since virtual human
animation systems also specify parameters of gesture that affect the style, such as for example expressing
emotions or stressing a part of a speech sequence. In this paper, we describe an animation system that allows for
the synthesis of realistic communicative body motions according to an emotional state, while still retaining the
flexibility of procedural gesture synthesis systems. These motions are constructed as a blend of idle motions and
gesture animations. Based on an animation specified for only a few joints, automatically and in real-time, the
dependent joint motions are calculated. Realistic balance shifts adapted from motion capture data are generated
on-the-fly, resulting in a fully controllable body animation, adaptable according to individual characteristics and
directly playable on different characters at the same time.
Keywords
Computer Animation, Interactive Virtual Humans, Individuality