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The foot-to-ground contact model plays an important role in the simulation of highly dynamic motions, such as turns and kicks. In this paper, we propose a method for solving dynamically cumbersome slipping contact problems, which are frequently observed in highly dynamic motions. We employ and modify a combination of two different types of cones representing the inequality constraints of a contact...
We have synthesized new human body motions from existing motion data, by dividing the body of an animated character into several parts, such as upper and lower body, and partitioning the motion of the character into corresponding partial motions. By combining different partial motions, we can generate new motion sequences. We select the most natural-looking combinations by analyzing the similarity...
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