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Digital Object Identifier (DOI) : 10.14569/IJACSA.2016.070107
Article Published in International Journal of Advanced Computer Science and Applications(IJACSA), Volume 7 Issue 1, 2016.
Abstract: Many works in the literature have improved the performance of motion graphs for synthesis the humanlike results in limited domains that necessity few constraints like dance, navigation in small game like environments or in games by the gesture of feedback on a snowboard tutorial. The humanlike cannot exist in an environment without interacting with the world surrounding them; the naturalness of the entire motion extremely depends on the animation of the walking character, the chosen path and the interaction motions. Addressing exact position of end-effectors is the main disadvantage of motion graphs which cause less importance expended to the search for motions with no collision in complex environments or manipulating motions. This fact motivates this approach which is the proposition of an hybrid motion graphs taking advantages of motion graphs to synthesis a natural locomotion and overcoming their limitations in synthesis manipulation motions by combined it with an inverse kinematic method for synthesis the upper-body motions.
Kalouache Saida and Cherif Foudil, “Hybrid Motion Graphs for Character Animation” International Journal of Advanced Computer Science and Applications(IJACSA), 7(1), 2016. http://dx.doi.org/10.14569/IJACSA.2016.070107