Human Skeletal and Muscle Deformation Animation Using Motion Capture Data

Bayer, Ali Orkan
Sevinc, Ayca Muege
Can, Tolga
Human character animation has problems of unrealistic motion and unrealistic skin deformation. In this study, we present an application of motion capture data for generating realistic human character animation using anatomically correct skeleton and muscle models. For this purpose, we attach a skeleton model to the motion data and then construct and attach a set of muscle models to the underlying skeleton. Deformation under isotonic contractions are modeled using a number of geometric primitives. As a result, we have implemented a toolkit where animations can be viewed and recorded as a video file. In order to demonstrate the use of the toolkit, we have produced a number of short movies for entertainment purposes. The generated muscle deformations are realistic. As future work, we plan to apply skin to our model and generate realistic looking skin deformations.
16th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision


Human body reconstruction from limited number of points
Tastan, Oguzhan; Sahillioğlu, Yusuf (2021-04-01)
We propose a novel approach for reconstructing plausible three-dimensional (3D) human body models from small number of 3D points which represent body parts. We leverage a database of 3D models of humans varying from each other by physical attributes such as age, gender, weight, and height. First we divide the bodies in database into seven semantic regions. Then, for each input region consisting of maximum 40 points, we search the database for the best matching body part. For the matching criterion, we use t...
A virtual human animation tool using motion capture data
Nar, Selim; Çetin, Yasemin; Department of Medical Informatics (2008)
In this study, we developed an animation tool to animate 3D virtual characters. The tool offers facilities to integrate motion capture data with a 3D character mesh and animate the mesh by using Skeleton Subsurface Deformation and Dual Quaternion Skinning Methods. It is a compact tool, so it is possible to distribute, install and use the tool with ease. This tool can be used to illustrate medical kinematic gait data for educational purposes. For validation, we obtained medical motion capture data from two s...
Ogucu, M. O.; Saranlı, Afşar; Yazıcıoğlu, Yiğit (2012-07-26)
Despite the well-understood effects and benefits, half-circular compliant legs are difficult in terms of modeling and analyzing. In many studies, simplified models have been used, which have a number of assumptions and whose validity need to be verified either against the actual physical system or against a more accurate simulation model. Leaving the experimental validation issues to the future works, the aim of this study is to come up with a more accurate simulation model of the half-circular compliant le...
A physically based facial skin model to simulate facial expressions on digitally scanned 3D models
AKAGUNDUZ, Erdem; ULUSOY PARNAS, İLKAY; BOZKURT, Nesli; Halıcı, Uğur (2007-11-09)
In this paper we present a physically-based 3D facial skin model based on biomechanical properties of human facial anatomy. The skin model is mainly formed of two DNURBS surfaces as a two layered membrane structure. The model represents the soft tissue layer which covers the skull and is attached to the skull via muscle insertion points. The model is fitted on digitally scanned 3D facial surfaces and controlled via DNURBS control points, which are spatially close to muscle insertion points. The face (skin m...
Data-driven and anisotropic tearing for cloth simulation
Karaöz, Mustafa Mert; İşler, Veysi; Department of Game Technologies (2015)
Cloth simulations improve realism of video games by extending interactivity of virtual environment and characters. Cloth is a heterogeneous material and it has anisotropic features which can increase immersion especially in a tearing scenario. Today, most video games ignore this fact mainly due to its complexity. However, style of the final output is highly valuable for video games and addition of anisotropic tearing can improve output quality. Shape of cloths can change, meaning that relative distance of t...
Citation Formats
A. O. Bayer, A. M. Sevinc, and T. Can, “Human Skeletal and Muscle Deformation Animation Using Motion Capture Data,” presented at the 16th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision, Univ W Bohemia Plzen, 2008, Accessed: 00, 2020. [Online]. Available: