![mpc 2. warp mpc 2. warp](https://i.ytimg.com/vi/4BY9Y_TFdsU/mqdefault.jpg)
The tool can be used on one or more characters at the same time with a minimal impact on the scene’s performance. These resulting motions were then used both in ALICE (MPC’s crowd engine) and directly in the animators’ Maya sessions. In our system we have so far chosen not to consider any scaling factors.Īt MPC as a proof of concept, our initial implementation entailed applying FFDs on existing animation clips in order to create new motions. In the same way, the axes of the transformation matrices are deformed and then orthogonalized before performing any conversion to Euler angles or quaternions. In order to find new translation values for each object we map positions from the ”untouched” 3D space to the deformed one. This leads to a variation of the paths and orientations of the objects over time. deformers) directly on the 3D space in which our animated objects are moving. The approach we propose is based on applying operators (e.g. Their algorithm then modifies rotation and position values (when needed) for the skeleton joints in order to pass through the keyframe poses. Motion warping was demonstrated in, where the authors describe an approach for warping the motion of an animated character starting with a pre-existing cycle and providing new animator-defined key poses as inputs. (b) A cycle deformed with bezier (green) and linear (red) interpolations.