Generation of Humanoid Walking Motion Adapted to the Ground`s Sliding Properties 


Vol. 12,  No. 2, pp. 157-166, Apr.  2005
10.3745/KIPSTB.2005.12.2.157


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  Abstract

In 3D virtual environment, the description of character''s movement that has the conventional key-frame technique is gradually being developed toward the application of motion control method to generate more realistic and natural motion. Even the motion control method, however, has the limitation for expression of character''s motion adapted to the ground properties of virtual world. That is, the walking motions of character are not only, for the most part, so uniform, simple and repeated often as to feel to be tedious, but also the unnatural motion in which the tips of the toes soak through a plane or float in the air discording with the conditions of terrain lowers the semblance of reality. This paper proposes an adaptive motion control method for human figure locomotion in virtual environment or games, in which the walking motion is dynamically adapted to the ground''s sliding properties. We compute an optimal parameters for one cycle of walking motion adapted to the ground properties by combining the coefficient of friction and centripetal force, and therefrom we induce a set of nonskid speed corresponding to various sliding properties of the ground.

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  Cite this article

[IEEE Style]

K. H. Lee, M. Y. Song, H. J. Cho, "Generation of Humanoid Walking Motion Adapted to the Ground`s Sliding Properties," The KIPS Transactions:PartB , vol. 12, no. 2, pp. 157-166, 2005. DOI: 10.3745/KIPSTB.2005.12.2.157.

[ACM Style]

Kum Hee Lee, Mi Young Song, and Hyung Je Cho. 2005. Generation of Humanoid Walking Motion Adapted to the Ground`s Sliding Properties. The KIPS Transactions:PartB , 12, 2, (2005), 157-166. DOI: 10.3745/KIPSTB.2005.12.2.157.