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Designing a rich repertoire of behaviors for virtual humans is an important problem for virtual environments and computer games. One approach to designing such a repertoire is to collect motion capture data and pre-process it to form a structure that can be walked in various orders to re-sequence the data in new ways. In such an approach identifying the(More)
This paper develops methods for determining a visually appealing length for a motion transition, i.e., a segue between two sequences of character animation. Motion transitions are an important component in generating compelling animation streams in virtual environments and computer games. For reasons of efficiency and speed, linear interpolation is often(More)
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