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[!]P. The PCGs B, [!]Pand the overall control, C, are each similar in form to Figure 2.2 (b). The addition operation denotes the addition of the corresponding desired joint angle and hold time |
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parameters of two PCG pose tables of equal dimensions. |
Scalar multiplication is applied to each |
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desired joint angle and hold-time parameter of a PCG pose table. |
Sensor-based transitions in a |
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perturbed PCG remain unaltered. As an example, an LPP could be used to turn a creature's head |
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to look in a particular direction or to say "no". |
To accomplish this, [!]Pmight be chosen to vary |
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only the desired angle of the neck and kwould be chosen to turn the head to the right or left by the desired amount.
basic balance control and additional gait variations. |
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Figure 2.6 - Overview of the simulation process |
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2. 4 |
The Animation System |
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Figure 2.6 provides an overview of the process of generating a physically-based animation with |
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our system, beginning with a creature definition and a control script. |
The creature definition is |
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used by a dynamics compiler to generate code which solves and integrates the equations of |