Abstract
This article presents a balance-based motion editing technique. Given an edited unbalanced human animation, the method converts it to a balanced one while preserving the original motion characteristics as much as possible. We achieve dynamic balance by analyzing and controlling the trajectory of the zero moment point(ZMP). If the ZMP trajectory is lying out of the user-defined supporting area, we need to adjust human joints to correct the ZMP trajectory. This technique converts the balance editing problem to a constrained state estimation problem, based on the per-frame Unscented Kalman filter framework. Animators can tune several filter parameters to adjust the final animations at a stable interactive rate.