SIMULATION SYSTEM FOR DANCE GROUPS USING A
GAMEPAD
Asako Soga
1
and Itsuo Yoshida
2
1
Faculty of Science and Technology, Ryukoku University, 1-5 Yokotani, Oe-cho, Seta, Otsu, Japan
2
Graduate School of Science and Technology, Ryukoku University, 1-5 Yokotani, Oe-cho, Seta, Otsu, Japan
Keywords: Human Animation, Dance, Formation, Simulation, Gamepad.
Abstract: A dance group requires a formation, quite unlike a solo dance, and thus the arrangement on the stage is
critical. We have developed a system to simulate the formations of dance groups. The simulation is
executed by specifying the number of dancers, the formation pattern, and the dancing motion with a
gamepad. Typical formations used for classical ballet pieces were analyzed, and three formation patterns
were obtained. Each dancer’s position is calculated by the number of dancers and the selected formations.
The system arranges dancers on a virtual stage and simulates dance animations by using motion-capture
data obtained from a professional dancer.
1 INTRODUCTION
Our goal is to develop useful tools in dance
education and creation, such as a self-study system
for students and a creation-support system for
choreographers. In this paper, we describe a
simulation system for dance groups.
In recent years, simulation systems for groups
and crowds have been developed (Ulicny, 2004),
(Lai, 2005), (Kwon, 2008), but composing complex
human motions remains a challenge.
A dance group requires a formation, quite unlike
a solo dancer, and thus the arrangement on the stage
is critical. We have been developing simulation
systems for dance groups (Soga, 2010). In this paper,
we describe a simulation system for ballet using a
gamepad. The subject of the simulation is the type of
dance group called a corps de ballet. Our purpose is
to develop a system that allows anyone to easily
create the formation of dance groups.
2 SIMULATION SYSTEM
2.1 System Outline
The system arranges dancers for group dancing, and
can simulate the flow of the dancers on stage
between the dancers’ entry and exit. First, the user
inputs parameters such as the number of dancers and
formation patterns using a gamepad. Next, the user
draws an indication line to arrange dancers
corresponding to the positions on the stage. Then,
the user arranges CG dancers on the stage in the
virtual space. Finally, the simulation results are
obtained by 3D animation.
Typical formations used for classical ballet
pieces were analyzed, and three formation patterns
were obtained. We implemented a function to
arrange the dancers symmetrically because such
arrangement is often used in classical ballet. This
system can also simulate transitions of dancers when
changing formations. Furthermore, users can control
dancers using a gamepad, with which they can easily
arrange the typical classical ballet formations.
2.2 System Structure
The system executes simulations using a personal
computer running Windows OS, and is operated
with a gamepad. Figure 1 shows the system being
operated. We developed the system using Visual
C++ 2008 and DirectX. The DX Library is used to
handle DirectX.
Dance animations are edited from motion-
capture data obtained from a professional dancer.
The system has several motion data sets of classical
ballet steps. The user can arbitrarily select dance
motions of virtual dancers. Dancer models were
created using Maya. The dance motions were
applied to the dancer models, which were outputted
365
Soga A. and Yoshida I..
SIMULATION SYSTEM FOR DANCE GROUPS USING A GAMEPAD.
DOI: 10.5220/0003847803650368
In Proceedings of the International Conference on Computer Graphics Theory and Applications (GRAPP-2012), pages 365-368
ISBN: 978-989-8565-02-0
Copyright
c
2012 SCITEPRESS (Science and Technology Publications, Lda.)