
 
animation variation styles. By incorporating the 
variations with the basic animation types, new and 
unique character animations can be produced. The 
presented procedural animation method is a proof of 
concept production, and as such, only a selection of 
the animation types and variations are tested using 
our proposed method. The Walk, Run, and Jump 
animation types with the Masculine to Feminine, 
Old to Young, and Tired to Energetic variations are 
included. Yet the system can be extended to include 
other styles in the future.  
We have proposed a novel mathematical model 
for describing human actions with various styles; the 
same model has been used to describe each step. The 
proposed transformation method is based on 
applying a transfer function obtained during a 
training phase to the base motion sequence in order 
to create a desired motion. The first step for style 
transformation of actions is for the training data to 
be temporally equal in length i.e. motion data 
matrices must have same number of frames in order 
for us to perform mathematical operations on them. 
We have proposed a novel piece wise time warping 
technique to convert our motion data sets to data sets 
of the same temporal length. The model has then 
been used to generate the necessary transfer 
functions for style transformations between different 
styles of the same action.  
To test the outputs of our transformation 
techniques we formed a questionnaire and arranged 
for participants to exercise various transformations 
applied on different actions. The user comments and 
ratings confirm the significance of our research. Our 
procedural animation method offers animators high 
quality animations produced from an optical motion 
capture session, without incurring the cost of 
running their own sessions. This method utilizes a 
database of common animations sequences, derived 
from several motion capture sessions, which 
animators can manipulate and apply to their own 
existing characters through the use of our procedural 
animation technique. 
2 RELATED WORK 
In recent years, much research has been 
conducted with the aim of synthesizing human 
motion sequences. Statistical models have been one 
of the practical tools for human motion synthesis 
(Tanco & Hilton, 2000; Li, et al., 2002). Tanco and 
Hilton (2000, pp. 137-142) have trained a statistical 
model which employs a database of motion capture 
data for synthesizing realistic motion sequences and 
using the start and end of existing keyframes, 
original motion data are produced. Li et al. (2002, 
pp. 465-472) define a motion texture as a set of 
textons and their distribution values provided in a 
distribution matrix. The motion texton is modeled by 
a linear dynamic system (LDS). A maximum 
likelihood algorithm is designed to learn from a set 
of motion capture based textons. Finally, the learnt 
motion textures have been used to interactively edit 
motion sequences.  
Egges et al. (2004, pp. 121-130) have employed 
principal component analysis (PCA) to synthesize 
human motion with the two deviations of small 
posture variations and change of balance. This 
approach is useful in cases where an animated 
character is in a stop/freeze situation where in reality 
no motionless character exists. Liu and Papovic 
(2002, pp. 408-416) have applied linear and angular 
momentum constraints to avoid computing muscle 
forces of the body for simple and rapid synthesis of 
human motion. Creating complex dynamic motion 
samples such as swinging and leaping have been 
carried out by Fang and Pollard (2003, pp. 417-426) 
using an optimization techniques applied along with 
a set of constraints, minimizing the objective 
function. Pullen and Bregler (2002, pp. 501-508) 
have trained a system that is capable of synthesizing 
motion sequences based on the key frames selected 
by the user. Their method employs the characteristic 
of correlation between different joint values to create 
the missing frames. In the end quadratic fit has been 
used to smooth the estimated values, resulting in 
more realistic looking results. Brand and Hertzmann 
(2000, pp. 183-192) employ probabilistic models for 
interpolation and extrapolation of different styles for 
synthesis of new stylistic dance sequences using a 
cross-entropy optimization structure which enables 
their style machine to learn from various style 
examples. Safonova et al. (2004, pp. 514-521) define 
an optimization problem for reducing the 
dimensionality of the feature space of a motion 
capture database, resulting in specific features. 
These features are then used to synthesize various 
motion sequences such as walk, run, jump and even 
several flips. This research shows that the complete 
feature space is not required for synthesis of human 
motion. We have employed this property in section 5 
where correlated joints have been ignored when 
transforming the actor style themes. 
Hsu et al. (2005, pp. 1082-1089) conduct style 
translations such as sideways walk and crouching 
walk based on a series of alignment mappings 
followed by space warping techniques using an LTI 
model. While this technique shows to be functional 
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