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A COMPARISON AND EVALUATION OF MOTION INDEXING ...

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y blending plural motions on arbitrary parameters which can produce unreal<br />

motion.<br />

• Splicing: Splicing [5] is another method to generate new motion by splicing<br />

together different body parts of two motions. Splicing the motion of the upper<br />

body and that of the lower body can generate a new motion without losing the<br />

realism of the original data. However, to splice the motion of the upper body<br />

and that of the lower body is possible under a condition that the motion of the<br />

lower body of the two actions are similar. One of the examples of splicing is to<br />

synthesize motion of a person carrying a heavy box while walking on a curved<br />

path. This is accomplished by splicing the upper body of a person carrying a<br />

heavy box with the lower body of a person walking along a curved path.<br />

• Transitioning: Transitioning [6] is a technique in which a segment of motion, also<br />

known as transition, is used to seamlessly attach two motions to form a single<br />

and longer motion. Existing 3-D animation tools support for linear stream<br />

of animation of data. To create more interactive and user-driven animation,<br />

transitioning can be used. A set of high quality basic motions like walk, jump,<br />

kick can be considered and transitions can be created between them to generate<br />

animations of varying lengths. It is relatively easy to make high quality basic<br />

motions, but generating high quality transitions is relatively tough. Automatic<br />

motion transition generation uses a combination of spacetime constraints and<br />

inverse kinematic constraints to generate transitions between two motions.<br />

The segmentation technique produces thousands and thousands of motion clips<br />

in the motion database. Long sequences of motion are segmented into small motion<br />

clips. Segmentation allows the reuse of certain actions of a long motion sequence into<br />

a new motion sequence. Reusability avoids the motion capture of actions each time<br />

we need those actions in a slightly different manner.<br />

4

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