Motion Control

    Virtual Humans are typically structured as articulated bodies defined by a skeleton. When the animator specifies the animation sequence, he/she defines the motion using this skeleton. There are various methods to control this motion. In LIG, we are working since 10 years in the development of such methods. The most plus important are described hereby.

    More specific projects

  • Real-time motion capture
  • Balance control
  • Interactive optimization of articulated structures
  • Walking model
  • Object grasping
  • The TRACK system