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Precomputed Optimal One-Hop Motion Transition
for Responsive Character Animation
Yuki Koyama & Masataka Goto
The Visual Computer (CGI )
Target Problem
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
State Machine-Based Control for Interactive Apps
State machine-based control is widely used.
Each state is associated with a single motion clip (in the basic usage).
In response to run-time user input, the state is changed.
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
Source (src) motion Destination (dst) motion
Transition
Triggered by user input

at an arbitrary frame
Goal: Achieve High-Quality Motion Transition
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
Direct Approach (Current Practice)
■ Direct approach:
• Begin transition immediately
after receiving the trigger
• Directly interpolate the src and
dst motions
■ Problem:
• Visual artifacts (e.g., foot skate)
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
Requirements for a New Method
■ A new method should
• Be compatible with the state
machine-based workflow
• Run in interactive real-time
apps
• Finish the transition as
quickly as possible
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
Requirements for a New Method
■ A new method should
• Be compatible with the state
machine-based workflow
• Run in interactive real-time
apps
• Finish the transition as
quickly as possible
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
Requirements for a New Method
■ A new method should
• Be compatible with the state
machine-based workflow
• Run in interactive real-time
apps
• Finish the transition as
quickly as possible
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
Requirements for a New Method
■ A new method should
• Be compatible with the state
machine-based workflow
• Run in interactive real-time
apps
• Finish the transition as
quickly as possible
Quick
Overview of Our Method
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
Our Approach: “One-Hop” Motion Transition
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
Example of Our Results
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
Overview of This Work
■ Technical Challenges:
. How should we choose a hop
motion and arrange it?
. How can we enable this in
real-time apps?
■ Our Solutions:
. Formulating a search
problem
. Solving the searches in
precomputation
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
Overview of This Work
■ Technical Challenges:
. How should we choose a hop
motion and arrange it?
. How can we enable this in
real-time apps?
■ Our Solutions:
. Formulating a search
problem
. Solving the searches in
precomputation
Related Work
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
Related Frameworks
[Holden+ , ][Kovar+ , ]
Statistical modelsMotion graphs
[Zadziuk , ]
Motion matching
➡ These are incompatible with the state machine-based workflow
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
Related Frameworks
[Holden+ , ][Kovar+ , ]
Statistical modelsMotion graphs
[Zadziuk , ]
Motion matching
➡ These are incompatible with the state machine-based workflow
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
Related Frameworks
[Holden+ , ][Kovar+ , ]
Statistical modelsMotion graphs
[Zadziuk , ]
Motion matching
➡ These are incompatible with the state machine-based workflow
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
Related Frameworks
[Holden+ , ][Kovar+ , ]
Statistical modelsMotion graphs
[Zadziuk , ]
Motion matching
➡ These are incompatible with the state machine-based workflow
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
Related Frameworks
[Holden+ , ][Kovar+ , ]
Statistical modelsMotion graphs
[Zadziuk , ]
Motion matching
➡ These are incompatible with the state machine-based workflow
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
State Machine-Compatible Approach [Ikemoto+07]
[Ikemoto+ ]
■ Similar to ours:
• They insert “hop” (intermediate)
motions to achieve natural
transitions
■ Key difference:
• We consider not only naturalness
but also quickness to finish the
overall transition (explained later)
1. Formulating a Search Problem
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
One-Hop Transition Setting
Trigger
src
dst
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
One-Hop Transition Setting
Trigger
src
dst
(Direct approach)
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
One-Hop Transition Setting
Trigger
src
dst
Unnatural
transition
(Direct approach)
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
One-Hop Transition Setting
Trigger
src
dst
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
One-Hop Transition Setting
Trigger
src
hop
dst
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
One-Hop Transition Setting
Trigger
src
dst
More natural
transitions
hop
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
One-Hop Transition Setting
Trigger
src
dst
hop
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
One-Hop Transition Setting
Trigger
src
dst
hop
Introducing

“stay durations”
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
One-Hop Transition Setting
Even more natural
transitions
Trigger
src
dst
hop
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
One-Hop Transition Setting
Trigger
src
dst
hopOverall transition
duration
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
Search Variables
Trigger
src
dst
hop
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
Search Variables
Trigger
src
dst
hop
. Which motion clip to use as hop
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
Search Variables
Trigger
src
dst
hop
. Which motion clip to use as hop
. Time offset of hop
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
Search Variables
Trigger
src
dst
hop
. Which motion clip to use as hop
. Time offset of hop . Stay duration [src]
. Stay duration [hop]
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
Search Objective
T⇤
t = arg min
Tt
{ S(Tt) + w R(Tt) }
<latexit sha1_base64="T4T3GkSkIxMtJugrGSYghaBpGts=">AAACPXicbZBLSwMxEMezPmt9VT16CRbBB5TdKigFoeDFg4eqrQrdumTTtAaz2SWZVcuyX8yL38GbNy8eFPHq1XTbQ30MhPwy/xky8/cjwTXY9rM1Nj4xOTWdm8nPzs0vLBaWls91GCvKGjQUobr0iWaCS9YADoJdRoqRwBfswr857OsXt0xpHso69CLWCkhX8g6nBEzKK9TrHlwlWyk+wC6we0iI6qbYDbj0EiMZTLBbcSv4bMM8Nwe8PbjusivD0xHVTb1C0S7ZWeC/4AyhiIZR8wpPbjukccAkUEG0bjp2BC0zC3AqWJp3Y80iQm9IlzUNShIw3Uqy7VO8bjJt3AmVORJwlh3tSEigdS/wTWVA4Fr/1vrJ/7RmDJ39VsJlFAOTdPBRJxYYQty3Ere5YhREzwChiptZMb0milAwhueNCc7vlf/Cebnk7JTKJ7vF6vHQjhxaRWtoAzloD1XREaqhBqLoAb2gN/RuPVqv1of1OSgds4Y9K+hHWF/fuYeqBQ==</latexit>
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
Search Objective
Smoothness cost:
Encourage each
transition to be as
natural-looking as
possible
T⇤
t = arg min
Tt
{ S(Tt) + w R(Tt) }
<latexit sha1_base64="T4T3GkSkIxMtJugrGSYghaBpGts=">AAACPXicbZBLSwMxEMezPmt9VT16CRbBB5TdKigFoeDFg4eqrQrdumTTtAaz2SWZVcuyX8yL38GbNy8eFPHq1XTbQ30MhPwy/xky8/cjwTXY9rM1Nj4xOTWdm8nPzs0vLBaWls91GCvKGjQUobr0iWaCS9YADoJdRoqRwBfswr857OsXt0xpHso69CLWCkhX8g6nBEzKK9TrHlwlWyk+wC6we0iI6qbYDbj0EiMZTLBbcSv4bMM8Nwe8PbjusivD0xHVTb1C0S7ZWeC/4AyhiIZR8wpPbjukccAkUEG0bjp2BC0zC3AqWJp3Y80iQm9IlzUNShIw3Uqy7VO8bjJt3AmVORJwlh3tSEigdS/wTWVA4Fr/1vrJ/7RmDJ39VsJlFAOTdPBRJxYYQty3Ere5YhREzwChiptZMb0milAwhueNCc7vlf/Cebnk7JTKJ7vF6vHQjhxaRWtoAzloD1XREaqhBqLoAb2gN/RuPVqv1of1OSgds4Y9K+hHWF/fuYeqBQ==</latexit>
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
Search Objective
Smoothness cost:
Encourage each
transition to be as
natural-looking as
possible
Responsiveness cost:
Encourage the overall
transition to finish as
quickly as possible
T⇤
t = arg min
Tt
{ S(Tt) + w R(Tt) }
<latexit sha1_base64="T4T3GkSkIxMtJugrGSYghaBpGts=">AAACPXicbZBLSwMxEMezPmt9VT16CRbBB5TdKigFoeDFg4eqrQrdumTTtAaz2SWZVcuyX8yL38GbNy8eFPHq1XTbQ30MhPwy/xky8/cjwTXY9rM1Nj4xOTWdm8nPzs0vLBaWls91GCvKGjQUobr0iWaCS9YADoJdRoqRwBfswr857OsXt0xpHso69CLWCkhX8g6nBEzKK9TrHlwlWyk+wC6we0iI6qbYDbj0EiMZTLBbcSv4bMM8Nwe8PbjusivD0xHVTb1C0S7ZWeC/4AyhiIZR8wpPbjukccAkUEG0bjp2BC0zC3AqWJp3Y80iQm9IlzUNShIw3Uqy7VO8bjJt3AmVORJwlh3tSEigdS/wTWVA4Fr/1vrJ/7RmDJ39VsJlFAOTdPBRJxYYQty3Ere5YhREzwChiptZMb0milAwhueNCc7vlf/Cebnk7JTKJ7vF6vHQjhxaRWtoAzloD1XREaqhBqLoAb2gN/RuPVqv1of1OSgds4Y9K+hHWF/fuYeqBQ==</latexit>
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
Search Objective
Smoothness cost:
Encourage each
transition to be as
natural-looking as
possible
Responsiveness cost:
Encourage the overall
transition to finish as
quickly as possible
Weight:
Control the
trade-off
T⇤
t = arg min
Tt
{ S(Tt) + w R(Tt) }
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Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
Search Objective
Smoothness cost:
Encourage each
transition to be as
natural-looking as
possible
Responsiveness cost:
Encourage the overall
transition to finish as
quickly as possible
T⇤
t = arg min
Tt
{ S(Tt) + w R(Tt) }
<latexit sha1_base64="T4T3GkSkIxMtJugrGSYghaBpGts=">AAACPXicbZBLSwMxEMezPmt9VT16CRbBB5TdKigFoeDFg4eqrQrdumTTtAaz2SWZVcuyX8yL38GbNy8eFPHq1XTbQ30MhPwy/xky8/cjwTXY9rM1Nj4xOTWdm8nPzs0vLBaWls91GCvKGjQUobr0iWaCS9YADoJdRoqRwBfswr857OsXt0xpHso69CLWCkhX8g6nBEzKK9TrHlwlWyk+wC6we0iI6qbYDbj0EiMZTLBbcSv4bMM8Nwe8PbjusivD0xHVTb1C0S7ZWeC/4AyhiIZR8wpPbjukccAkUEG0bjp2BC0zC3AqWJp3Y80iQm9IlzUNShIw3Uqy7VO8bjJt3AmVORJwlh3tSEigdS/wTWVA4Fr/1vrJ/7RmDJ39VsJlFAOTdPBRJxYYQty3Ere5YhREzwChiptZMb0milAwhueNCc7vlf/Cebnk7JTKJ7vF6vHQjhxaRWtoAzloD1XREaqhBqLoAb2gN/RuPVqv1of1OSgds4Y9K+hHWF/fuYeqBQ==</latexit>
Weight:
Control the
trade-off
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
Evaluating Smoothness of Transitions [Kovar+02]
Dissimilar
➡ High cost for transition
(potentially non natural)
Similar
➡ Low cost for transition
(expected to be natural)
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
Evaluating Smoothness of Transitions [Kovar+02]
High cost ➡ Unnatural transition
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
Evaluating Smoothness of Transitions [Kovar+02]
Low cost ➡ Natural transition
2. Solving the Search Problem in Precomputation
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
Precomputation
■ Solve the search problem for every possible trigger frame and
for every possible state transition
• May take a few days depending on the dataset size, but required
only once
■ Store optimal transitions in a look-up table
• In runtime, retrieve an optimal transition by using the triggered
frame as the key
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
Precomputation
■ Solve the search problem for every possible trigger frame and
for every possible state transition
• May take a few days depending on the dataset size, but required
only once
■ Store optimal transitions in a look-up table
• In runtime, retrieve an optimal transition by using the triggered
frame as the key
Results
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
Supposed Scenario: Interactive Dancing
Let a character dance using a game pad in an improvised manner
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
Supposed Scenario: Interactive Dancing
■ Run in Unity
• It is straightforward to implement our method
using Unity’s PlayableAPI
■ Our dance motion dataset
• Around motion clips for hop candidates
• Each motion clip has around sec
■ Use frames (= . sec) for individual transitions
• I.e., src-to-hop ( . sec) and hop-to-dst ( . sec)
■ No postprocessing applied
• E.g., footskating removal (e.g., [Ikemoto+ ])
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
Result: “Ghost Force” Disappears by a Standing-Up Motion
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
Other Results
https://koyama.xyz/project/one-hop_motion_transition/
Discussions
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
The Direct Transition is Included in the Search Space
When the direct transition is already good, our solver is likely to select
the one-hop transition that is equivalent to the direct transition
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
Future Work: Positional & Orientational Constraints
■ Current behavior
• Depending on the
inserted hop motion, the
position & orientation
may be changed
■ Future work
• Add constraints in the
search
Summary
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
Summary
■ Optimal one-hop motion transition
• It inserts a hop motion between the
source and destination motions in
an optimal way
■ Consider both smoothness and
responsiveness
• Try to maximize both in balance
■ Can be precomputed
• Run in real-time apps
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
Summary
■ Optimal one-hop motion transition
• It inserts a hop motion between the
source and destination motions in
an optimal way
■ Consider both smoothness and
responsiveness
• Try to maximize both in balance
■ Can be precomputed
• Run in real-time apps
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
Summary
■ Optimal one-hop motion transition
• It inserts a hop motion between the
source and destination motions in
an optimal way
■ Consider both smoothness and
responsiveness
• Try to maximize both in balance
■ Can be precomputed
• Run in real-time apps
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
Summary
■ Optimal one-hop motion transition
• It inserts a hop motion between the
source and destination motions in
an optimal way
■ Consider both smoothness and
responsiveness
• Try to maximize both in balance
■ Can be precomputed
• Run in real-time apps
The paper, videos, and slides are available at
https://koyama.xyz/project/one-hop_motion_transition/
Appendix
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
Changing Weight
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
Future Work: Optimizing Blending Durations (c.f., [Wang+08])
Trigger
src
dst
hop
Blending durations

(we assumed fixed durations)
Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI )
Future Work: Blend Tree
Blend Tree:
Each state can also be
associated a dynamic
mixture of motion clips
Challenge: 

How can we
precompute all the
possible blends and
store the results?
Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation [CGI 2019]

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Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation [CGI 2019]

  • 1. Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation Yuki Koyama & Masataka Goto The Visual Computer (CGI )
  • 3. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) State Machine-Based Control for Interactive Apps State machine-based control is widely used. Each state is associated with a single motion clip (in the basic usage). In response to run-time user input, the state is changed.
  • 4. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) Source (src) motion Destination (dst) motion Transition Triggered by user input
 at an arbitrary frame Goal: Achieve High-Quality Motion Transition
  • 5. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) Direct Approach (Current Practice) ■ Direct approach: • Begin transition immediately after receiving the trigger • Directly interpolate the src and dst motions ■ Problem: • Visual artifacts (e.g., foot skate)
  • 6. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) Requirements for a New Method ■ A new method should • Be compatible with the state machine-based workflow • Run in interactive real-time apps • Finish the transition as quickly as possible
  • 7. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) Requirements for a New Method ■ A new method should • Be compatible with the state machine-based workflow • Run in interactive real-time apps • Finish the transition as quickly as possible
  • 8. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) Requirements for a New Method ■ A new method should • Be compatible with the state machine-based workflow • Run in interactive real-time apps • Finish the transition as quickly as possible
  • 9. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) Requirements for a New Method ■ A new method should • Be compatible with the state machine-based workflow • Run in interactive real-time apps • Finish the transition as quickly as possible Quick
  • 10. Overview of Our Method
  • 11. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) Our Approach: “One-Hop” Motion Transition
  • 12. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) Example of Our Results
  • 13. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) Overview of This Work ■ Technical Challenges: . How should we choose a hop motion and arrange it? . How can we enable this in real-time apps? ■ Our Solutions: . Formulating a search problem . Solving the searches in precomputation
  • 14. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) Overview of This Work ■ Technical Challenges: . How should we choose a hop motion and arrange it? . How can we enable this in real-time apps? ■ Our Solutions: . Formulating a search problem . Solving the searches in precomputation
  • 16. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) Related Frameworks [Holden+ , ][Kovar+ , ] Statistical modelsMotion graphs [Zadziuk , ] Motion matching ➡ These are incompatible with the state machine-based workflow
  • 17. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) Related Frameworks [Holden+ , ][Kovar+ , ] Statistical modelsMotion graphs [Zadziuk , ] Motion matching ➡ These are incompatible with the state machine-based workflow
  • 18. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) Related Frameworks [Holden+ , ][Kovar+ , ] Statistical modelsMotion graphs [Zadziuk , ] Motion matching ➡ These are incompatible with the state machine-based workflow
  • 19. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) Related Frameworks [Holden+ , ][Kovar+ , ] Statistical modelsMotion graphs [Zadziuk , ] Motion matching ➡ These are incompatible with the state machine-based workflow
  • 20. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) Related Frameworks [Holden+ , ][Kovar+ , ] Statistical modelsMotion graphs [Zadziuk , ] Motion matching ➡ These are incompatible with the state machine-based workflow
  • 21. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) State Machine-Compatible Approach [Ikemoto+07] [Ikemoto+ ] ■ Similar to ours: • They insert “hop” (intermediate) motions to achieve natural transitions ■ Key difference: • We consider not only naturalness but also quickness to finish the overall transition (explained later)
  • 22. 1. Formulating a Search Problem
  • 23. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) One-Hop Transition Setting Trigger src dst
  • 24. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) One-Hop Transition Setting Trigger src dst (Direct approach)
  • 25. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) One-Hop Transition Setting Trigger src dst Unnatural transition (Direct approach)
  • 26. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) One-Hop Transition Setting Trigger src dst
  • 27. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) One-Hop Transition Setting Trigger src hop dst
  • 28. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) One-Hop Transition Setting Trigger src dst More natural transitions hop
  • 29. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) One-Hop Transition Setting Trigger src dst hop
  • 30. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) One-Hop Transition Setting Trigger src dst hop Introducing
 “stay durations”
  • 31. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) One-Hop Transition Setting Even more natural transitions Trigger src dst hop
  • 32. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) One-Hop Transition Setting Trigger src dst hopOverall transition duration
  • 33. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) Search Variables Trigger src dst hop
  • 34. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) Search Variables Trigger src dst hop . Which motion clip to use as hop
  • 35. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) Search Variables Trigger src dst hop . Which motion clip to use as hop . Time offset of hop
  • 36. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) Search Variables Trigger src dst hop . Which motion clip to use as hop . Time offset of hop . Stay duration [src] . Stay duration [hop]
  • 37. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) Search Objective T⇤ t = arg min Tt { S(Tt) + w R(Tt) } <latexit sha1_base64="T4T3GkSkIxMtJugrGSYghaBpGts=">AAACPXicbZBLSwMxEMezPmt9VT16CRbBB5TdKigFoeDFg4eqrQrdumTTtAaz2SWZVcuyX8yL38GbNy8eFPHq1XTbQ30MhPwy/xky8/cjwTXY9rM1Nj4xOTWdm8nPzs0vLBaWls91GCvKGjQUobr0iWaCS9YADoJdRoqRwBfswr857OsXt0xpHso69CLWCkhX8g6nBEzKK9TrHlwlWyk+wC6we0iI6qbYDbj0EiMZTLBbcSv4bMM8Nwe8PbjusivD0xHVTb1C0S7ZWeC/4AyhiIZR8wpPbjukccAkUEG0bjp2BC0zC3AqWJp3Y80iQm9IlzUNShIw3Uqy7VO8bjJt3AmVORJwlh3tSEigdS/wTWVA4Fr/1vrJ/7RmDJ39VsJlFAOTdPBRJxYYQty3Ere5YhREzwChiptZMb0milAwhueNCc7vlf/Cebnk7JTKJ7vF6vHQjhxaRWtoAzloD1XREaqhBqLoAb2gN/RuPVqv1of1OSgds4Y9K+hHWF/fuYeqBQ==</latexit>
  • 38. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) Search Objective Smoothness cost: Encourage each transition to be as natural-looking as possible T⇤ t = arg min Tt { S(Tt) + w R(Tt) } <latexit sha1_base64="T4T3GkSkIxMtJugrGSYghaBpGts=">AAACPXicbZBLSwMxEMezPmt9VT16CRbBB5TdKigFoeDFg4eqrQrdumTTtAaz2SWZVcuyX8yL38GbNy8eFPHq1XTbQ30MhPwy/xky8/cjwTXY9rM1Nj4xOTWdm8nPzs0vLBaWls91GCvKGjQUobr0iWaCS9YADoJdRoqRwBfswr857OsXt0xpHso69CLWCkhX8g6nBEzKK9TrHlwlWyk+wC6we0iI6qbYDbj0EiMZTLBbcSv4bMM8Nwe8PbjusivD0xHVTb1C0S7ZWeC/4AyhiIZR8wpPbjukccAkUEG0bjp2BC0zC3AqWJp3Y80iQm9IlzUNShIw3Uqy7VO8bjJt3AmVORJwlh3tSEigdS/wTWVA4Fr/1vrJ/7RmDJ39VsJlFAOTdPBRJxYYQty3Ere5YhREzwChiptZMb0milAwhueNCc7vlf/Cebnk7JTKJ7vF6vHQjhxaRWtoAzloD1XREaqhBqLoAb2gN/RuPVqv1of1OSgds4Y9K+hHWF/fuYeqBQ==</latexit>
  • 39. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) Search Objective Smoothness cost: Encourage each transition to be as natural-looking as possible Responsiveness cost: Encourage the overall transition to finish as quickly as possible T⇤ t = arg min Tt { S(Tt) + w R(Tt) } <latexit sha1_base64="T4T3GkSkIxMtJugrGSYghaBpGts=">AAACPXicbZBLSwMxEMezPmt9VT16CRbBB5TdKigFoeDFg4eqrQrdumTTtAaz2SWZVcuyX8yL38GbNy8eFPHq1XTbQ30MhPwy/xky8/cjwTXY9rM1Nj4xOTWdm8nPzs0vLBaWls91GCvKGjQUobr0iWaCS9YADoJdRoqRwBfswr857OsXt0xpHso69CLWCkhX8g6nBEzKK9TrHlwlWyk+wC6we0iI6qbYDbj0EiMZTLBbcSv4bMM8Nwe8PbjusivD0xHVTb1C0S7ZWeC/4AyhiIZR8wpPbjukccAkUEG0bjp2BC0zC3AqWJp3Y80iQm9IlzUNShIw3Uqy7VO8bjJt3AmVORJwlh3tSEigdS/wTWVA4Fr/1vrJ/7RmDJ39VsJlFAOTdPBRJxYYQty3Ere5YhREzwChiptZMb0milAwhueNCc7vlf/Cebnk7JTKJ7vF6vHQjhxaRWtoAzloD1XREaqhBqLoAb2gN/RuPVqv1of1OSgds4Y9K+hHWF/fuYeqBQ==</latexit>
  • 40. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) Search Objective Smoothness cost: Encourage each transition to be as natural-looking as possible Responsiveness cost: Encourage the overall transition to finish as quickly as possible Weight: Control the trade-off T⇤ t = arg min Tt { S(Tt) + w R(Tt) } <latexit sha1_base64="T4T3GkSkIxMtJugrGSYghaBpGts=">AAACPXicbZBLSwMxEMezPmt9VT16CRbBB5TdKigFoeDFg4eqrQrdumTTtAaz2SWZVcuyX8yL38GbNy8eFPHq1XTbQ30MhPwy/xky8/cjwTXY9rM1Nj4xOTWdm8nPzs0vLBaWls91GCvKGjQUobr0iWaCS9YADoJdRoqRwBfswr857OsXt0xpHso69CLWCkhX8g6nBEzKK9TrHlwlWyk+wC6we0iI6qbYDbj0EiMZTLBbcSv4bMM8Nwe8PbjusivD0xHVTb1C0S7ZWeC/4AyhiIZR8wpPbjukccAkUEG0bjp2BC0zC3AqWJp3Y80iQm9IlzUNShIw3Uqy7VO8bjJt3AmVORJwlh3tSEigdS/wTWVA4Fr/1vrJ/7RmDJ39VsJlFAOTdPBRJxYYQty3Ere5YhREzwChiptZMb0milAwhueNCc7vlf/Cebnk7JTKJ7vF6vHQjhxaRWtoAzloD1XREaqhBqLoAb2gN/RuPVqv1of1OSgds4Y9K+hHWF/fuYeqBQ==</latexit>
  • 41. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) Search Objective Smoothness cost: Encourage each transition to be as natural-looking as possible Responsiveness cost: Encourage the overall transition to finish as quickly as possible T⇤ t = arg min Tt { S(Tt) + w R(Tt) } <latexit sha1_base64="T4T3GkSkIxMtJugrGSYghaBpGts=">AAACPXicbZBLSwMxEMezPmt9VT16CRbBB5TdKigFoeDFg4eqrQrdumTTtAaz2SWZVcuyX8yL38GbNy8eFPHq1XTbQ30MhPwy/xky8/cjwTXY9rM1Nj4xOTWdm8nPzs0vLBaWls91GCvKGjQUobr0iWaCS9YADoJdRoqRwBfswr857OsXt0xpHso69CLWCkhX8g6nBEzKK9TrHlwlWyk+wC6we0iI6qbYDbj0EiMZTLBbcSv4bMM8Nwe8PbjusivD0xHVTb1C0S7ZWeC/4AyhiIZR8wpPbjukccAkUEG0bjp2BC0zC3AqWJp3Y80iQm9IlzUNShIw3Uqy7VO8bjJt3AmVORJwlh3tSEigdS/wTWVA4Fr/1vrJ/7RmDJ39VsJlFAOTdPBRJxYYQty3Ere5YhREzwChiptZMb0milAwhueNCc7vlf/Cebnk7JTKJ7vF6vHQjhxaRWtoAzloD1XREaqhBqLoAb2gN/RuPVqv1of1OSgds4Y9K+hHWF/fuYeqBQ==</latexit> Weight: Control the trade-off
  • 42. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) Evaluating Smoothness of Transitions [Kovar+02] Dissimilar ➡ High cost for transition (potentially non natural) Similar ➡ Low cost for transition (expected to be natural)
  • 43. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) Evaluating Smoothness of Transitions [Kovar+02] High cost ➡ Unnatural transition
  • 44. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) Evaluating Smoothness of Transitions [Kovar+02] Low cost ➡ Natural transition
  • 45. 2. Solving the Search Problem in Precomputation
  • 46. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) Precomputation ■ Solve the search problem for every possible trigger frame and for every possible state transition • May take a few days depending on the dataset size, but required only once ■ Store optimal transitions in a look-up table • In runtime, retrieve an optimal transition by using the triggered frame as the key
  • 47. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) Precomputation ■ Solve the search problem for every possible trigger frame and for every possible state transition • May take a few days depending on the dataset size, but required only once ■ Store optimal transitions in a look-up table • In runtime, retrieve an optimal transition by using the triggered frame as the key
  • 49. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) Supposed Scenario: Interactive Dancing Let a character dance using a game pad in an improvised manner
  • 50. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) Supposed Scenario: Interactive Dancing ■ Run in Unity • It is straightforward to implement our method using Unity’s PlayableAPI ■ Our dance motion dataset • Around motion clips for hop candidates • Each motion clip has around sec ■ Use frames (= . sec) for individual transitions • I.e., src-to-hop ( . sec) and hop-to-dst ( . sec) ■ No postprocessing applied • E.g., footskating removal (e.g., [Ikemoto+ ])
  • 51. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) Result: “Ghost Force” Disappears by a Standing-Up Motion
  • 52. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) Other Results https://koyama.xyz/project/one-hop_motion_transition/
  • 54. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) The Direct Transition is Included in the Search Space When the direct transition is already good, our solver is likely to select the one-hop transition that is equivalent to the direct transition
  • 55. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) Future Work: Positional & Orientational Constraints ■ Current behavior • Depending on the inserted hop motion, the position & orientation may be changed ■ Future work • Add constraints in the search
  • 57. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) Summary ■ Optimal one-hop motion transition • It inserts a hop motion between the source and destination motions in an optimal way ■ Consider both smoothness and responsiveness • Try to maximize both in balance ■ Can be precomputed • Run in real-time apps
  • 58. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) Summary ■ Optimal one-hop motion transition • It inserts a hop motion between the source and destination motions in an optimal way ■ Consider both smoothness and responsiveness • Try to maximize both in balance ■ Can be precomputed • Run in real-time apps
  • 59. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) Summary ■ Optimal one-hop motion transition • It inserts a hop motion between the source and destination motions in an optimal way ■ Consider both smoothness and responsiveness • Try to maximize both in balance ■ Can be precomputed • Run in real-time apps
  • 60. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) Summary ■ Optimal one-hop motion transition • It inserts a hop motion between the source and destination motions in an optimal way ■ Consider both smoothness and responsiveness • Try to maximize both in balance ■ Can be precomputed • Run in real-time apps
  • 61. The paper, videos, and slides are available at https://koyama.xyz/project/one-hop_motion_transition/
  • 62.
  • 64. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) Changing Weight
  • 65. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) Future Work: Optimizing Blending Durations (c.f., [Wang+08]) Trigger src dst hop Blending durations
 (we assumed fixed durations)
  • 66. Yuki Koyama and Masataka Goto | Precomputed Optimal One-Hop Motion Transition for Responsive Character Animation | The Visual Computer (CGI ) Future Work: Blend Tree Blend Tree: Each state can also be associated a dynamic mixture of motion clips Challenge: 
 How can we precompute all the possible blends and store the results?