Abstract

In this article we present a technique that enhances an inverse kinematics (IK) solver such that when the results are applied to a computer character, we can generate a level of individualization tailored to both the character and the environment, e.g., a walking motion can become "stiffer" or can be turned into a limping motion. Since the technique is based on an IK solver, we also have the desirable effect of solving retargetting issues when mapping motion data between characters. As the individualization aspect of our technique is very tightly coupled with the inverse kinematics solver, we can achieve both the individualization and retargetting of characters in real time.

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