when I read that paper I see that they actaully do exactly what I was thinking about
Motion Synthesizer. The motion synthesizer forms the core of
the framework. Given the current dynamic state of the character,
the motion synthesizer formulates an optimization that
solves for the joint configuration of the next time step. To ensure
physical realism in the synthesized motion, we enforce
Lagrange’s equations of motion and Coulomb’s friction model
as constraints and minimize the change of muscle force usage
as the objective in the optimization.
basically the abandoned the DP momboumbo way of addressing the problem idea and the write a lagragian formulation for calculation joint toeques. I imagine the problem they have is that they have to solve the system using standard matrix techniques like Lemker of Dansig base solvers, My guess that is why that paper can only have academic value and never cached up as real time solution. I believe we do not have the problem.
The motion for all the examples discussed in this section is simulated
at 2 to 10 frames/s on a single core of 2.93 GHz Intel Core
2 Duo processor. The variance in simulation time is primarily due
to the complexity of the controllers. ...
We used SNOPT [Gill et al. 1996] to solve the optimization
problem at each time step. The time step used for simulation
is 0.01s. Our framework does not require any motion capture
sequences.
I suspect that this is what euphoria actually uses with the difference that they just have many more controllers that use biomechanics rules to make their animations look nicer.
for example one such rule would be, say you are making a falling controller, biomechanics says that instinctively a person will move the arms in the direction of the fall to protect the head.
however the fact that euphoria is so unpredictable an very few projects use as the core animation engine, in some game is delegated to better than ragdoll reactions. They do not really promote it, instead they promote an animation system similar to havoc which is not much different that a node blender of key keyframe interpolation.
The more I research the more I am excited I get about this idea and the more clear the implementation seems to become, know there are many, many unknown challenges that I am not even aware of but I believe I have enough to start.
