An architecture for high-level human task animation control

There are many problems in developing a computer-generated animation of tasks performed by a human. Sequencing actions, which may be easy to do when only a single actor is involved, becomes much more difficult as more actors and objects begin to interact. Similarly, the actual planning of a task is difficult if one considers the capabilities which are being modeled. Resource allocation also must be considered along with alternate plans of action. These types of problems imply that a knowledge base and a planner need to be involved in creating the task animation. To produce the actual motion, techniques must be used to manipulate the geometry of the scene. Three basic techniques exist for accomplishing this, dynamics, kinematics, and constraints, with no single technique superior in all respects.

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