Icon Unrolling Rotations

 

Icon Animation Blend Spaces without Triangulation

 

Icon Quaternion Weighted Average

 

Icon BVHView

 

Icon Dead Blending Node in Unreal Engine

 

Icon Propagating Velocities through Animation Systems

 

Icon Cubic Interpolation of Quaternions

 

Icon Dead Blending

 

Icon Perfect Tracking with Springs

 

Icon Creating Looping Animations from Motion Capture

 

Icon My Favourite Things

 

Icon Inertialization Transition Cost

 

Icon Scalar Velocity

 

Icon Tags, Ranges and Masks

 

Icon Fitting Code Driven Displacement

 

Icon atoi and Trillions of Whales

 

Icon SuperTrack: Motion Tracking for Physically Simulated Characters using Supervised Learning

 

Icon Joint Limits

 

Icon Code vs Data Driven Displacement

 

Icon Exponential Map, Angle Axis, and Angular Velocity

 

Icon Encoding Events for Neural Networks

 

Icon Visualizing Rotation Spaces

 

Icon Spring-It-On: The Game Developer's Spring-Roll-Call

 

Icon Interviewing Advice from the Other Side of the Table

 

Icon Saguaro

 

Icon Learned Motion Matching

 

Icon Why Can't I Reproduce Their Results?

 

Icon Latinendian vs Arabendian

 

Icon Machine Learning, Kolmogorov Complexity, and Squishy Bunnies

 

Icon Subspace Neural Physics: Fast Data-Driven Interactive Simulation

 

Icon Software for Rent

 

Icon Naraleian Caterpillars

 

Icon The Scientific Method is a Virus

 

Icon Local Minima, Saddle Points, and Plateaus

 

Icon Robust Solving of Optical Motion Capture Data by Denoising

 

Icon Simple Concurrency in Python

 

Icon The Software Thief

 

Icon ASCII : A Love Letter

 

Icon My Neural Network isn't working! What should I do?

 

Icon Phase-Functioned Neural Networks for Character Control

 

Icon 17 Line Markov Chain

 

Icon 14 Character Random Number Generator

 

Icon Simple Two Joint IK

 

Icon Generating Icons with Pixel Sorting

 

Icon Neural Network Ambient Occlusion

 

Icon Three Short Stories about the East Coast Main Line

 

Icon The New Alphabet

 

Icon "The Color Munifni Exists"

 

Icon A Deep Learning Framework For Character Motion Synthesis and Editing

 

Icon The Halting Problem and The Moral Arbitrator

 

Icon The Witness

 

Icon Four Seasons Crisp Omelette

 

Icon At the Bottom of the Elevator

 

Icon Tracing Functions in Python

 

Icon Still Things and Moving Things

 

Icon water.cpp

 

Icon Making Poetry in Piet

 

Icon Learning Motion Manifolds with Convolutional Autoencoders

 

Icon Learning an Inverse Rig Mapping for Character Animation

 

Icon Infinity Doesn't Exist

 

Icon Polyconf

 

Icon Raleigh

 

Icon The Skagerrak

 

Icon Printing a Stack Trace with MinGW

 

Icon The Border Pines

 

Icon You could have invented Parser Combinators

 

Icon Ready for the Fight

 

Icon Earthbound

 

Icon Turing Drawings

 

Icon Lost Child Announcement

 

Icon Shelter

 

Icon Data Science, how hard can it be?

 

Icon Denki Furo

 

Icon In Defence of the Unitype

 

Icon Maya Velocity Node

 

Icon Sandy Denny

 

Icon What type of Machine is the C Preprocessor?

 

Icon Which AI is more human?

 

Icon Gone Home

 

Icon Thoughts on Japan

 

Icon Can Computers Think?

 

Icon Counting Sheep & Infinity

 

Icon How Nature Builds Computers

 

Icon Painkillers

 

Icon Correct Box Sphere Intersection

 

Icon Avoiding Shader Conditionals

 

Icon Writing Portable OpenGL

 

Icon The Only Cable Car in Ireland

 

Icon Is the C Preprocessor Turing Complete?

 

Icon The aesthetics of code

 

Icon Issues with SDL on iOS and Android

 

Icon How I learned to stop worrying and love statistics

 

Icon PyMark

 

Icon AutoC Tools

 

Icon Scripting xNormal with Python

 

Icon Six Myths About Ray Tracing

 

Icon The Web Giants Will Fall

 

Icon PyAutoC

 

Icon The Pirate Song

 

Icon Dear Esther

 

Icon Unsharp Anti Aliasing

 

Icon The First Boy

 

Icon Parallel programming isn't hard, optimisation is.

 

Icon Skyrim

 

Icon Recognizing a language is solving a problem

 

Icon Could an animal learn to program?

 

Icon RAGE

 

Icon Pure Depth SSAO

 

Icon Synchronized in Python

 

Icon 3d Printing

 

Icon Real Time Graphics is Virtual Reality

 

Icon Painting Style Renderer

 

Icon A very hard problem

 

Icon Indie Development vs Modding

 

Icon Corange

 

Icon 3ds Max PLY Exporter

 

Icon A Case for the Technical Artist

 

Icon Enums

 

Icon Scorpions have won evolution

 

Icon Dirt and Ashes

 

Icon Lazy Python

 

Icon Subdivision Modelling

 

Icon The Owl

 

Icon Mouse Traps

 

Icon Updated Art Reel

 

Icon Tech Reel

 

Icon Graphics Aren't the Enemy

 

Icon On Being A Games Artist

 

Icon The Bluebird

 

Icon Everything2

 

Icon Duck Engine

 

Icon Boarding Preview

 

Icon Sailing Preview

 

Icon Exodus Village Flyover

 

Icon Art Reel

 

Icon LOL I DREW THIS DRAGON

 

Icon One Cat Just Leads To Another

Fitting Code Driven Displacement

Created on Feb. 7, 2022, 8:28 a.m.

In my article code vs data driven displacement I talked about how the code driven displacement of a character (i.e. the movement as described by some simple system such as a critically damped spring) should ideally match the data driven displacement of the character - the movement as described by the the actual animation or motion capture data.

In that article I showed how we can do some basic data visualization such as comparing histograms to try and help us find parameters for the code driven displacement that match. In this article I'm going to show one idea for how we can automatically extract matching parameters for our code driven setup directly from our motion capture data.


Assuming we're using critically damped springs as the main component in our code driven displacement, then essentially we have three parameters we need to fit for each mode we might be interested in (such as running, walking, or strafing etc). These parameters are:

  • The max velocity
  • The velocity "half-life"
  • The facing angle "half-life"

The "max velocity" is a relatively straight forward parameter, which we can compute from motion capture data simply by finding the largest magnitude of the velocity the actor travels at.

The second two are where the trouble lie. Not only is there no obvious way to compute these from motion capture data, but they are not even particularly intuitive for animators or designers to set.

In reality the "half-life" controls a kind of fuzzy "reaction time" - given a new goal velocity or facing angle, the "half-life" dictates (approximately) how long (in seconds) it will take for the character to get half the way there.

We can see this approximate relationship if we plot some different half-lives, for a spring with a starting state of 0 and a goal of 1:

halflives

There are two simple but important observations we can make here: first, that if we scale the vertical axis (such as by picking a goal further away), the shape of the spring's movement will not actually change at all - the half-life based control means it will simply move a greater distance in the same amount of time to compensate. And second, that the smaller the half-life, the steeper the gradient achieved as the spring moves toward the goal more quickly.

The gradient here can be computed exactly using the derivative of our critical spring equation:

\begin{align*} x_{t} &= j_0 \cdot e^{-y \cdot t} + t \cdot j_1 \cdot e^{-y \cdot t} + c \\ v_{t} &= v_0 \cdot e^{-y \cdot t} - t \cdot j_1 \cdot y \cdot e^{-y \cdot t} \\ a_{t} &= t \cdot j_1 \cdot y^2 \cdot e^{-y \cdot t} - j_1 \cdot y \cdot e^{-y \cdot t} - v_0 \cdot y \cdot e^{-y \cdot t} \\ \end{align*}

where the variables here are the same as we used in the Spring Roll Call. In Python we might therefore write the critically damped spring function as follows...

def halflife_to_damping(halflife, eps=1e-5):
    return (4.0 * 0.69314718056) / (halflife + eps)

def damping_to_halflife(damping, eps=1e-5):
    return (4.0 * 0.69314718056) / (damping + eps)

def critical_spring_damper(
    x,        # Initial Position
    v,        # Initial Velocity
    x_goal,   # Goal Position
    halflife, # Halflife
    dt        # Time Delta
    ):
    
    y = halflife_to_damping(halflife) / 2.0
    j0 = x - x_goal
    j1 = v + j0*y
    eydt = np.exp(-y*dt)

    return (
        eydt*(j0 + j1*dt) + x_goal,   # Next Position
        eydt*(v - j1*y*dt),           # Next Velocity
        eydt*(y*j1*dt*y - y*j1 - y*v) # Next Acceleration
    )

And if we actually plot the gradient of these different springs, we can see visually what maximum velocity is achieved.

halflives grad

So for anything we are interested in smoothing with a spring (such as character velocity, or facing angle), the half-life also controls the maximum value we will observe for the derivative of this value (such as character acceleration, or angular velocity).

If we want to know the time at which this maximum occurs, we can find it by taking the second derivative of our spring equation, setting its negation to be equal to zero, and solving for time \( t \):

\begin{align*} a_{t} &= t \cdot j_1 \cdot y^2 \cdot e^{-y \cdot t} - j_1 \cdot y \cdot e^{-y \cdot t} - v_0 \cdot y \cdot e^{-y \cdot t} \\ 0 &= -(t_{max} \cdot j_1 \cdot y^2 \cdot e^{-y \cdot t_{max}} - j_1 \cdot y \cdot e^{-y \cdot t_{max}} - v_0 \cdot y \cdot e^{-y \cdot t_{max}}) \\ 0 &= -e^{-y \cdot t_{max}} \cdot ( t_{max} \cdot j_1 \cdot y^2 - j_1 \cdot y - v_0 \cdot y) \\ 0 &= -t_{max} \cdot j_1 \cdot y^2 + j_1 \cdot y + v_0 \cdot y \\ t_{max} \cdot j_1 \cdot y^2 &= j_1 \cdot y + v_0 \cdot y \\ t_{max} \cdot j_1 \cdot y &= j_1 + v_0 \\ t_{max} &= \frac{j_1 + v_0}{j_1 \cdot y} \\ \end{align*}

Notice how we make the \( e^{-y \cdot t_{max}} \) disappear by just solving for the right hand side of the multiplication to be equal to zero. We can write this solution in code as...

def spring_maximum_velocity_time(x, v, x_goal, halflife):
    y = halflife_to_damping(halflife) / 2.0
    j0 = x - x_goal
    j1 = v + j0*y
    return (j1 + v) / (j1 * y)

Then, by plugging this time back into our spring equation, we can get the actual velocity at this time.

halflives grad peaks

One use of this formula is to predict the maximum value of the derivative of the thing we are smoothing with the spring. For example, for a character changing velocity from \( 0\ m/s \) to \( 5\ m/s \) smoothed using a spring with a half-life of \( 0.2\ s \), we can compute that the character will have a maximum acceleration of \( 0.14\ m/s^2 \)

But, more importantly, by rearranging this equation we can go in the opposite direction - and compute the half-life that corresponds to a given maximum derivative value. In the general case this is pretty difficult to solve, but if we plug in initial conditions \( x_0 = 0 \), \( v_0 = 0 \), \( g = 1 \) such as in our simple ramp-up situation shown above the solution is simple.

First \( j_1 \) simplifies to \( -y \):

\begin{align*} j_1 &= v_0 + (x_0 - g) \cdot y \\ j_1 &= 0 + (0 - 1) \cdot y \\ j_1 &= -y \\ \end{align*}

Then \( t_{max} \) itself reduces down to simply \( \frac{1}{y} \):

\begin{align*} t_{max} &= \frac{j_1 + v_0}{j_1 \cdot y} \\ t_{max} &= \frac{-y + 0}{-y \cdot y} \\ t_{max} &= \frac{1}{y} \\ \end{align*}

Which greatly simplifies our spring velocity equation and allows us to solve for \( y \) (from which we will be able to compute the half-life):

\begin{align*} v_{t} &= v_0 \cdot e^{-y \cdot t} - t \cdot j_1 \cdot y \cdot e^{-y \cdot t} \\ v_{max} &= v_0 \cdot e^{-y \cdot t_{max}} - t_{max} \cdot j_1 \cdot y \cdot e^{-y \cdot t_{max}} \\ v_{max} &= 0 \cdot e^{-\tfrac{y}{y}} - \tfrac{1}{y} \cdot -y \cdot y \cdot e^{-\tfrac{y}{y}} \\ v_{max} &= y \cdot e^{-1} \\ y &= v_{max} \cdot e \\ \end{align*}

If we want to do the same computation with a larger goal value than 1, we can simply scale \( v_{max} \) since we observed that the overall shape of the spring does not change as the vertical axis scales:

def maximum_spring_velocity_to_halflife(x, x_goal, v_max):
    return damping_to_halflife(2.0 * ((v_max / (x_goal - x)) * np.e))

Then, for example, given a change in character velocity from \( 0\ m/s \) to \( 5\ m/s \), with an expected maximum character acceleration of \( 2\ m/s^2 \), we can compute that we need to use a spring with a half-life of \( 1.27\ s \).

Not only is this a much more intuitive control for animators and designers to tweak, but since it's a real-world measurable value, it also gives us the ability to potentially extract it from motion capture data.


To test this idea out, I took a stand-to-run clip from the data used in code vs data driven displacement and plotted the velocity and acceleration profiles:

root_velocity

While we can compute directly here that the maximum velocity is around \( 4.86\ m/s \), if we had a large dataset we might want to compute something like the maximum velocity sustained over 0.5 seconds to be a bit more robust to outliers or other errors in the data instead.

The acceleration profile is more unstable, with a lot of movement up and down. If we smooth the signal and look at the maximum again, we can get a value of around \( 3.94\ m/s^2 \).

By plugging these two numbers into our previous equation we can see that a spring with a half-life of \( 0.63\ s\) should match this situation well. We can plot a spring with those properties on top to test exactly that:

root_velocity_spring

Not such a bad fit! We can also do the same for facing direction. Here I found a plant and turn clip, and plotted the facing angle over time, as well as the angular velocity over time:

root_angle

Here we can see that through a 180 degree turn, the character achieves a maximum (smoothed) angular velocity of \( 154.68\ ^{\circ}/s \). Plugging these numbers into our equation gives a corresponding half-life of \( 0.60\ s \). If we overlay the plots again we can see a fairly nice match:

root_angle_spring

Just for fun I found online a very approximate velocity and acceleration profile for Usain Bolt:

bolt_velocity

Here we can see Usain Bolt has a max velocity of roughly \( 10.44\ m/s \) and max acceleration of roughly \( 2.80\ m/s^2 \). We can compute that this corresponds to a half-life of \( 1.90 \). Like before, we can plot this on top to see how it looks:

bolt_velocity_spring

Again, a pretty good fit.

So next time you're in the pub with some sports-fans and want to impress them with a surprising and rare sports stat, don't hesitate to pull out Usain Bolt's critically damped spring half-life of \( 1.90 \) for maximum sporting cred.

github twitter rss