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Center of Mass: Tools and Techniques for Animating Natural Human Movement
 
 
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  Center of Mass: Tools and Techniques for Animating Natural Human Movement
by Eiko Oba [Game Design, Programming]
11 comments Share on Twitter Share on Facebook RSS
 
 
May 20, 2010 Article Start Page 1 of 5 Next
 

[In this Game Developer magazine reprint, a gymnast and UFC mixed martial art game developer dives into how the center of mass of a character is the basis for all realistic motion -- and delivers the technical know-how to achieve it.]

A common complaint from consumers regarding computer animation (especially in the video game industry) is the "puppet-like" movements characters often seem to perform. When two character models come into contact with each other in a fighting game, or when they must climb structures in an acrobatic manner, the difficulties become more pronounced.


In this article, I'd like to talk about some techniques for analyzing human movement that can be applied to make your hand-keyed character animations look more natural.

Takes One to Know One

Before joining the 3D computer software industry I was a competitive gymnast, and also worked as a gymnastics coach. When I was a gymnast, I would practice a move over and over to achieve the right timing, speed, balance, and angle.

I repeated and adjusted my technique until I could execute the move perfectly every time. I developed my skill to perform, analyze, and teach gymnastic moves through those experiences.

While I was coaching, I also studied physiology and kinesiology for sports science in university, focusing on the mechanism of the human body in movement. I learned how to analyze the physics of human motion using mathematical calculations, which lead to an understanding of how muscle generates the force to perform a move.

I was hired by Kung Fu Factory to look over the animation team to help them improve the quality of the company's character animation. Over the years I've come to realize that animating characters in 3D space is similar to coaching gymnastics, and my analysis of movement was quite relevant to the creation of quality animation. If you can analyze a move and understand the kinetics behind it, you can create better, more natural animation -- and faster, too.

The What and Why of Center of Movement

Some skilled animators have the ability to picture and recreate human movement easily. But most of us can't. At our studio we often encourage animators to use reference videos showing a person performing the action they're meant to animate. This helps them understand the movement better, but video can only go so far.

One critical, and often undervalued element of movement is an understanding of the character's center of gravity, or center of mass. I will refer to both as the "COM."

The center of gravity is the point at which the entire weight of a body may be considered as concentrated, so that if supported at this point the body will remain balanced in any position.

Your balance and movements are always affected by gravity. As a gymnast I learned how to control and adjust my body's COM to perform various actions. Tumbling, balancing, and so forth, all require an adjustment of the COM. Some animators I know who are martial artists also understand this concept, so they can see how the COM flows and adjust the character's body appropriately. Adjustment of the COM is something we all do naturally in real life when performing actions like dancing, running, and so forth -- but it's not easy to create this in a fictional character.

Figuring out the position of the COM is not hard when a human is standing up straight. Usually the COM of a human body sits around the lower stomach, which is a little above half his height. On a moving character it becomes more difficult, because the location of the COM will constantly shift.

For example, as you bend forward from a standing position, your COM will start to adjust and move forward as well. Eventually your COM will be so far forward that you'll fall over if you don't do something to regain your balance. This shifting of the COM position during the move represents the main flow of the movement you're performing (in this case bending over). We call it the COM trajectory.

If you can properly animate your characters with the appropriate COM trajectory, they will move much more realistically.

To do this, you have to know the physics behind the movement being performed, and how physics relates to the center of mass. An obvious example is gravity. Every object on Earth is affected by gravity. To understand how gravity affects the COM, physics calculations can be very useful. When I work with animators, I use Excel to show the physics simulation and how the movement is affected by gravity.

In the following section I will show you my process of physics simulation using Excel. I will also show a tool that displays the COM trajectory, used to examine if the COM is moving naturally.

 
Article Start Page 1 of 5 Next
 
Comments

Senthil Kannan
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Really fantabulous article with a well orchestrated walkthroughs. This is some thing which i had been look all over. Well today i had learnt how things were done behind those breathtaking animated characters spawned in almost all the AAA titles. I though it was a magic. Certainly an eye opener. Just to make it clear is it the same technique used in ragdoll physics?

raigan burns
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It's great to see more useful articles like this and the Alan Wake cloth-sim one finally coming back to Gamasutra.. for a while it was a desert of useless business/marketing PR crap :p

Matthew Mouras
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@Raigan - That was blunt, but I'm very much in agreement :) This and the Wake article were fantastic.

brandon sheffield
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Nobody comes to raigan for empty praise!

Lech Lozny
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I too liked this article for bing informative and entertaining. But it got me thinking, why don't animators know about COM = center of rotation? That's freshman level physics where I'm from. You don't even need to be a competitive gymnast.

Scott Jonsson
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lech: it's not that it's not understood. It's just that most basic rigs don't have a COM control that can change positions within the body. It's always just the center of the waist, so most people who aren't experienced animators always rotate the body from that one control and aren't thinking about why it's wrong.

Bryan Taylor
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what an excellent article... this is one that I see many animators outside of the gaming industry should really key in on.

Ka Wang Wu
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This was a very interesting read. Hoping on a follow up for some more animation stuff :)

Benjamin Marchand
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Very technical, awesome article :)

As I'm animating a fighting game currently, I have to strongly agree about the "you got to practice it IRL to best know how to animate it."

In addition, I would point toward Disney's own 2D animation techniques. They are absolutely vital to know for every char animator.

Arshad Hussain
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Indeed, the explanation of the physics behind the Human Body Movement is cool. I look forward to have more such article from Eiko Oba.

agent V
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nice article.....every animator should read this...


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