|CS 4496 Computer Animation||Karen Liu||Spring 2013||C++||No||Code N/A|
|CS 4496 Computer Animation||Karen Liu||Spring 2015||C++||Yes||Code N/A|
|CS 4496 Computer Animation||Karen Liu||Spring 2016||C++||Yes||Code N/A|
When I completed this project as a student, I solved full Inverse Kinematics using c3d file-format mocap data, with a variable time step and individual marker weighting implementation, that would facilitate favoring updating certain joints over others in order to, for instance minimize energy. I used the code for this project in my Kinect library, modified somewhat to handle the peculiarities of the Kinect skeleton.
When I TA'ed the class we simplified the project somewhat, and had the students click on a handle (or set of handles) on the skeleton rig and drag the mouse to provide the motion to IK to.
|Run to Jump clip - I pause the simulation to show the positional refinement. The solver does the best it can without impacting the frame rate while playing, and continues to improve once playback stops.|
|Run to Walk clip|