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Lifelike Movements for Animated Characters

New system creates realistic motions for characters in varied environments.

Xiaohan Zhang, Sebastian Starke, Vladimir Guzov, Zhensong Zhang, Eduardo Pérez Pellitero, Gerard Pons-Moll

― 7 min read


Next-Gen Character Next-Gen Character Movement Tech move and interact. Revolutionizing how animated characters
Table of Contents

Creating realistic movements in animated characters or robots, especially in complicated environments, can be quite challenging. Imagine a character trying to walk over a set of stairs or leap over a small obstacle. These kinds of movements require understanding the surroundings and the character’s intent. Traditional methods often assume that the ground is flat and don’t allow much room for creativity or complex movements. This is where a new approach comes into play, providing a way to generate human-like motions while considering various terrains and user instructions.

The Main Concept

The heart of this innovation is a new system that can make animated characters move in a lifelike way across different environments. It not only recognizes the terrain—like stairs or uneven ground—but can also follow instructions given in plain language. Want your character to carefully step over an obstacle? No problem! How about walking upstairs like a zombie? Done! This technology combines understanding both the scene and the text prompts, making it much more intuitive.

Challenges in Motion Synthesis

Creating natural-looking movements is not just about making the legs move. There are several hurdles:

  1. Terrain Adaptation: The model must adjust to various shapes and surfaces. Think about how you would move on grass versus concrete or navigating a staircase. It needs to ensure that the character doesn’t float above the ground or sink into it.

  2. Semantic Control: This means that users should be able to give detailed instructions and expect the character to act accordingly. It is not just about moving; it’s about moving in a specific way.

  3. Data Collection: Gathering enough motion data that reflects human movement can be time-consuming and expensive. Previous methods required loads of labeled motion data which is not always feasible.

The Solution

A clever approach to tackle these issues is to break down the task into steps. This means thinking at different levels, much like how people approach tasks in real life. When you decide to walk down a street, you first think about where you're going, then about how to dodge any obstacles in your path.

  1. High-Level Goals: At the top level, the system learns how to reach specific targets. For instance, if the goal is to sit on a chair, the system understands this and starts planning how to get there.

  2. Local Details: On a more detailed level, the system pays attention to the local terrain. For example, this part of the system would recognize that there’s a step or a puddle to avoid.

  3. Text Alignment: To ensure the character’s movement corresponds to solid instructions, the model aligns the motions with the given text cues. This way, if you say “jump over the chair,” the character actually knows how to do that.

How It Works

To put everything into action, the system uses several key parts:

  • Motion Representation: Instead of using complicated methods that need extra fitting, the system directly animates movements based on a model of human joints, making the whole process quicker and more effective.

  • Scene Embedding: The environment is described using a distance field centered around the character. This method helps the system efficiently process terrain details while keeping the character steady.

  • Goal Representation: Each goal is represented by its location and the direction that the character should face when it reaches its destination. This clear representation helps the system efficiently plan its movements.

  • Text Control: Instead of relying on a single description, the system processes text instructions on a frame-by-frame basis, allowing for more precise alignment between what the character should do and the movement itself.

Training the Model

The model learns its functions through a process called training. Here’s how it goes:

  1. Data Collection: To train this model, a large amount of data is needed. Instead of just relying on specific captured motions of humans, the training includes artificial environments generated from games. This broadens the range of movements available for training.

  2. Pairing Data: Each motion sequence is matched with a suitable segment of terrain. This ensures that when the system is trained, it truly understands how to move over various surfaces.

  3. Continuous Training: The model learns to create smooth transitions between different motions while keeping in mind the obstacles in its path. This helps the character maintain a realistic appearance during its movement.

Generating Human Motion

The process of creating these lifelike movements involves several steps:

  • Initial Movement Planning: The model starts by determining the direction to take using previous movements as a reference. It generates a series of movements that flow smoothly from one to the next.

  • Conditioning the Movement: Each body movement is based on several factors—such as the surroundings and the preceding motion. This is essential for keeping movements coherent and believable.

  • Adjusting to Obstacles: If an obstacle is in the way, the model modifies the character's motion to avoid it, ensuring the actions look natural.

Object Interaction

Once the character reaches a target object, like a chair, the system must generate full-body movements to interact with it.

  • Geometric Awareness: The model considers the shapes and sizes of surrounding objects and adjusts to them. For instance, it recognizes the proximity to a chair and figures out how to sit down.

  • Training on Diverse Data: The model is trained using a diverse dataset, which includes a variety of motions and interactions to ensure that it can handle various scenarios in the real world.

Testing and Evaluation

Once trained, the model is put to the test to see how well it performs. Here’s how it’s validated:

  • Quantitative Measures: The system’s performance is evaluated based on how well it meets scene constraints, the accuracy of its movements toward targets, and how realistic the motions are when compared to actual human movements.

  • User Studies: Participants watch animations generated by the model and other methods. They choose which they think looks better in terms of realism and how well the instructions are followed.

Results and Impact

The results show that this new approach significantly outperforms previous methods, delivering better natural-looking motions while effectively following instructions. Participants in user studies often preferred interactions generated by this model over others.

Future Directions

Looking ahead, there are many ways to expand this research:

  1. Dynamic Interactions: Introducing objects that might move while the character interacts with them could make the system even more versatile.

  2. Collision Avoidance: Developing methods to help characters avoid bumping into things in real-time would enhance realism, especially in crowded settings.

  3. More Complex Instructions: Allowing for even more detailed commands—like "carry an object while climbing stairs"—could make this tool fit for more advanced applications.

Conclusion

The innovation in motion synthesis represents a significant step forward in creating animated characters that act like real humans. By integrating advanced mechanisms to understand human motion and the environment, this technology opens up exciting possibilities in various fields like gaming, virtual reality, and robotics. The dream of creating lifelike characters that can truly interact with their surroundings is becoming a reality, one animated step at a time. Who knows? Soon, you might have your own virtual buddy that can navigate your living room just like a real person—minus the spilled snacks!

Original Source

Title: SCENIC: Scene-aware Semantic Navigation with Instruction-guided Control

Abstract: Synthesizing natural human motion that adapts to complex environments while allowing creative control remains a fundamental challenge in motion synthesis. Existing models often fall short, either by assuming flat terrain or lacking the ability to control motion semantics through text. To address these limitations, we introduce SCENIC, a diffusion model designed to generate human motion that adapts to dynamic terrains within virtual scenes while enabling semantic control through natural language. The key technical challenge lies in simultaneously reasoning about complex scene geometry while maintaining text control. This requires understanding both high-level navigation goals and fine-grained environmental constraints. The model must ensure physical plausibility and precise navigation across varied terrain, while also preserving user-specified text control, such as ``carefully stepping over obstacles" or ``walking upstairs like a zombie." Our solution introduces a hierarchical scene reasoning approach. At its core is a novel scene-dependent, goal-centric canonicalization that handles high-level goal constraint, and is complemented by an ego-centric distance field that captures local geometric details. This dual representation enables our model to generate physically plausible motion across diverse 3D scenes. By implementing frame-wise text alignment, our system achieves seamless transitions between different motion styles while maintaining scene constraints. Experiments demonstrate our novel diffusion model generates arbitrarily long human motions that both adapt to complex scenes with varying terrain surfaces and respond to textual prompts. Additionally, we show SCENIC can generalize to four real-scene datasets. Our code, dataset, and models will be released at \url{https://virtualhumans.mpi-inf.mpg.de/scenic/}.

Authors: Xiaohan Zhang, Sebastian Starke, Vladimir Guzov, Zhensong Zhang, Eduardo Pérez Pellitero, Gerard Pons-Moll

Last Update: 2024-12-20 00:00:00

Language: English

Source URL: https://arxiv.org/abs/2412.15664

Source PDF: https://arxiv.org/pdf/2412.15664

Licence: https://creativecommons.org/licenses/by/4.0/

Changes: This summary was created with assistance from AI and may have inaccuracies. For accurate information, please refer to the original source documents linked here.

Thank you to arxiv for use of its open access interoperability.

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