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Introduction
Animate human figure on flat solid surface. Has legs, knees, torso, arms, head, hips. Mainly use inverse kinematics with some
forward dynamics. Essential element of walking: leg motion
State 1
When sin ζ = 0, J-1 becomes singular. Avoid singularity by assigning predetermined
values to Δθ and Δζ. No singularity – Use regular inverse
kinematics. Get frame-by-frame angle increments.
State 2
Left leg leans forward, right leg steps forward.
Initial position same as final position of State 1.
State 2 - Math
Tip of left leg serves as pivot. Coefficients determined from forward dynamics
– moment of inertia.
012
2 AtAtA
State 2 - Math
)sin(cossin
)cossin(
1)(cos
0.sinwhenSingular
)sin(det
)cos(cossin)(
)sin(sincos)(
yxLyxL
uLJ
LLuy
xLuLux tipleft
State 3 - Math
Inverse kinematics similar to State 2. Method of avoiding singularities also similar
to State 2.
States 4-6 are mirror images of States 1-3. Once leg motion done, add on torso, head,
and arms. Change posture for aesthetics.
Implementation
C++, OpenGL, GLUT Start in State 0, loop continuously through
other states. Code math equations for each state. Inputs: θmax, step size, leg length.
Other Methods
Forward and inverse dynamics– Needs physics and biomechanics.– More realistic but much more complex.
Motion capture– Subject wears sensors to capture motion data.– Or build physical model.