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Real-Time Character Rise Motions

Robotics 2023-04-12 v1 Graphics

Abstract

This paper presents an uncomplicated dynamic controller for generating physically-plausible three-dimensional full-body biped character rise motions on-the-fly at run-time. Our low-dimensional controller uses fundamental reference information (e.g., center-of-mass, hands, and feet locations) to produce balanced biped get-up poses by means of a real-time physically-based simulation. The key idea is to use a simple approximate model (i.e., similar to the inverted-pendulum stepping model) to create continuous reference trajectories that can be seamlessly tracked by an articulated biped character to create balanced rise-motions. Our approach does not use any key-framed data or any computationally expensive processing (e.g., offline-optimization or search algorithms). We demonstrate the effectiveness and ease of our technique through example (i.e., a biped character picking itself up from different laying positions).

Keywords

Cite

@article{arxiv.2304.05056,
  title  = {Real-Time Character Rise Motions},
  author = {Ben Kenwright},
  journal= {arXiv preprint arXiv:2304.05056},
  year   = {2023}
}
R2 v1 2026-06-28T09:59:07.369Z