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1996
Cgf, 1989
This paper discusses the role and the evolution of mimation. simulation and scientific visualization and their relationships. Two trends are described: (1) the physical laws are well-known and their use improves the animation; (2) the physical laws are not really well-known and the animation techniques contribute to understanding them. We distinguish descriptive models used to reproduce an e l k t without knowledge about its cause and generative models describing the cause which produces the effects. Cooperation between descriptive and generative models is also discussed as well as manmachine interface constraints. Finally, the evolution of animation towards automatic motion control, goaloriented motion, task modeling and behavioural animation is emphasized. %is position paper reflects the discussions at the Workshop on Motion Control, organized by the EURO-GRAPHICS Working Group on Simulation and Animation, Battelle Memorial Institute, Geneva,
IEEE Computer Graphics and Applications, 1998
Computers & Graphics, 2000
Dealing with synthetic actors who move and behave realistically in virtual environments is a task which involves di!erent disciplines like Mechanics, Physics, Robotics, Arti"cial Intelligence, Arti"cial Life, Biology, Cognitive Sciences and so on. In this paper we use the nature of the information required for controlling actors' motion and behaviour to propose a new classi"cation of synthetic actors. A description of the di!erent motion and behaviour techniques is presented. A set of Internet addresses of the most relevant research groups, commercial companies and other related sites in this area is also given.
1989
This paper explains the ideal concepts that must be part of a system for synthetic actor animation. After a brief introduction to the role of synthetic actors, five major steps to the motion control of these actors are discussed: positional constraints and inverse kinematics, dynamics, impact of the environment, task planning and behavioral animation.
2014
Three-dimensional animation is an area in vast expansion due to, continuous research in the field has enabled an increasing number of users access to powerful tools with intuitive interfaces. We present our work-in-progress methodology by which artists can manipulate existing animation segments using intuitive characteristics instead of manually changing keyframes' values and interpolations. To achieve this goal, motion capture is used to create a database in which actors perform the same movement with different characteristics; keyframes from those movements are analyzed and used to create a transformation of animation curves that describe differences of values and times in keyframes of neutral and a movement with a specific characteristic. This transformation can be used to change a large set of keyframes, embedding a desired characteristic into the segment. To test our methodology, we used as a proof of concept a character performing a walk, represented by 59 joints with 172 ...
The Journal of Visualization and Computer Animation, 1992
Computers in Entertainment, 2005
There are significant differences between the art of animating for linear media such as film and video and the art of animating for interactive media such as computer and video games. In particular, these differences arise from the shift from linear characters to autonomous interactive characters. This article describes differences between linear animation and interactive animation in several areas of character design -character intelligence, emotional expressiveness, navigation, transitions among animations, and multi-character interaction. These differences provide insight into the processes of both forms of animation and the final products that they create, and may provide a starting point for linear animators interested in becoming familiar with interactive animation.
For many years computer animations have been created using techniques that represent frames as state sets, where each frame is a function of either time or previous frames. Keyframe and goal-directed animation systems are examples of these approaches. Recently, efforts have been made to create computer animation systems that integrate multiple animation techniques. In order to facilitate this integration, a logical next step is to analyze the overlaying structure of animation systems and to develop an appropriate model. A conceptual model, and associated notation, was developed to describe the structure of computer animations, without the need to specify the specific animation techniques used. This model provides several improvements over past efforts. It is scene-based, as opposed to frame-based, and extends the definition of scenes to include both final and intermediate sequences of element state sets. Previous work either focused on frames as the primary structure or, when scene-...
With ever increasing visual quality and details in computer games, expectations for character animation are also evolving. Simple movement cycles alone are not enough anymore to satisfy the gamers, and the increasing emphasis on storytelling in games demands better acted, crafted and more sophisticated animation of its characters. Good character animation is founded on 2 pillars. Firstly, body mechanics, which grounds the character in the imaginary games world’s physics and gives believability in the bodily presence therein. Secondly, character acting and character personality, which are important for the story and the user’s emotional attachment and empathy with the characters. Character design is another very important factor in the expression of character personality and acting. Design decisions such as hyperrealism or stylization for characters and environments influence the animation style and complexity. These choices in addition to the relationship between design and movement will be set in context with the concept of the uncanny valley. Concepts and techniques used in the creation of feature film quality animation will be discussed. The principles of animation will be related to body mechanics and acting, and how they are adapted in computer animation.
Physically-based animation (PBA) is increasingly used to generate realistic motions in articulated figures (AFs). Three major strategies for motion control in PBA are local optimization, global optimization and tailored controller techniques. In local optimization, spacetime constraints are compatible with keyframing systems, but controller synthesis methods offer better robustness and reuse of motions. Global optimization strategies, such as generate-and-test and genetic programming, explore various search spaces to provide several different motion control solutions. Tailored controllers focus on specialized motions like walking, but offer general design principles that can be applied to many motions. The animator's involvement in motion specification, the scalability of the method, robustness and reuse of controllers, and the quality of motion generated are criteria used to compare the three above methods. We examine PBA's potential as an animation tool and how it compares to alternative methods. Finally, future research directions such as biomechanical modelling in animation and decompositional control strategies for animating very complex articulated figures are discussed.
2016
Animation as a technology is generic and as a discipline it has been growing leaps and bounds. Application of animation tools extends even to industry, education, trade and entertainment. In depth understanding of the concept needs a chronological development studies including the history and technological innovations. An attempt to trace the metamorphosis of animation from the stone-age till date so as to get a comprehensive knowledge and thereby analyze the difference between traditional and modern animation techniques is part of the research work, which is underway. Essentially this is an effort to pose a research question as to weigh the relative importance of traditional vis a vis computer-aided animation techniques. The process of finding an answer is central to this paper besides looking at the contours of animation and its application to various fields
KnE engineering, 2024
The keyframe method for making 3D animation movements is a traditional technique used by animators around the world to create certain animation movements based zon the 12 principles of animation. Meanwhile, motion capture is a motion recording technique used to describe the process of recording movements and interpreting these movements into a digital model. Motion capture itself is commonly used in the military, entertainment, sports, and other fields. In this study, we analyze the use of the two methods, the results of which can be used as a suggestion for the use of the two methods for the production of animated films. Three aspects were used to analyze the two methods, namely the number of keyframes, the level of refinement and detail, the final process and cleanup.
2008
In virtual human (VH) applications, and in particular, games, motions with different functions are to be synthesized, such as communicative and manipulative hand gestures, locomotion, expression of emotions or identity of the character. In the bodily behavior, the primary motions define the function, while the more subtle secondary motions contribute to the realism and variability. From a technological point of view, there are different methods at our disposal for motion synthesis: motion capture and retargeting, procedural kinematic animation, force-driven dynamical simulation, or the application of Perlin noise. Which method to use for generating primary and secondary motions, and how to gather the information needed to define them? In this paper we elaborate on informed usage, in its two meanings. First we discuss, based on our own ongoing work, how motion capture data can be used to identify joints involved in primary and secondary motions, and to provide basis for the specification of essential parameters for motion synthesis methods used to synthesize primary and secondary motion. Then we explore the possibility of using different methods for primary and secondary motion in parallel in such a way, that one methods informs the other. We introduce our mixed usage of kinematic an dynamic control of different body parts to animate a character in real-time. Finally we discuss motion Turing test as a methodology for evaluation of mixed motion paradigms.
2003
mv, a l~n i a~l r a l i . c s h a q (~~~~~~~i~~.~~~~~. m v , norzaiha.norhan(i7!inn.etln.nlv Abstract-The history of animation is generally referred to early production of traditional animation. It has begun in the early 1900, "Animalion is the essence of animation " as explained by Halas [I]. It is a series of images that appear to be in motion. It can be either traditional animation or computer animation. In addition Greenberg [23, explains "Animation is a deliberately interpreted "illusion of l$e. " I f 110s been practiced for the last 7 0~e a r s in both drawn and stop motion animnotion, and as such, is not an attempt to mimic kurnan and animal l$e exactly." Traditionally animation is produced by drawing illusion of movement created by photographing a series of individual drawings on successive frames on film. Gleicher [3], explains "Animation is a uniquely expressive art form: it provides the creator with conrrol over both the appmrance and the rirovcnienl of clzarricfers and objects. This gives artists tremendous freedom. which when well used, can create works with iremendous impact."
IEEE Computer Graphics and Applications, 2000
Although the computer plays an ever increasing role in animation, the term "computer animation" is imprecise and sometimes can be misleading, since the computer can play a variety of different roles. A popular and simple way of classifying animation systems is to distinguish between computer-assisted and modeled animation. Computer-assisted animation consists mainly of assisting conventional animation with a computer. This type of computer animation is carried out mainly in two dimensions. The computer can be used to input drawings, to produce in-betweens, to specify the motion of an object along a path, to color drawings and create backgrounds, to synchronize motion with sound, and to initiate the recording of a sequence on film. In modeled animation, the computer becomes more than an aid-it plays a basic role in the creation of a threedimensional world. This type of computer animation involves three main activities: object modeling, motion specification and synchronization, and image rendering. A computer animation bibliography could include references on a variety of related subjects, e.g., graphics editing, computer-aided geometry, computer art, and image synthesis. Following John Halas's statement that ''movement is the essence of animation," we decided to focus on papers on motion in two and three dimensions. This bibliography, then, comprises an exhaustive list of papers on key-frame systems and computer animation systems and languages. Papers on the rapidly developing topic of human modeling and animation are also
1989
distinguish between three types of three-dimensional computer animation: image-based key-frame animation, parametric keyframe animation and algorithmic animation. 2.1 Image-based keyframe animation Keyframe animation consists of the automatic generation of intermediate frames, called inbetweens, based on a set of key-frames supplied by the animator. In image-based keyframe animation, the inbetweens are obtained by interpolating the keyframe images themselves. This is an old technique, introduced by Burtnyk and Wein (1971). Fig.1 shows the principles to create inbetween frames by linear interpolation between corresponding vertices. When corresponding images have not the same number of vertices, it is necessary to add extra vertices, as shown in Fig. 2. A linear interpolation algorithm produces undesirable effects such as lack of smoothness in motion, discontinuities in the speed of motion and distortions in rotations, as shown in Fig. 3. Alternate methods have been proposed by Baecker (1969), Burtnyk and Wein (1976), Reeves (1981). According to Steketee and Badler (1985), there is no totally satisfactory solution to the deviations between the interpolated image and the object being modeled.
We introduce basic mechanisms and tools as support to perform virtual animated agents. We use a control theory approach dealing with physics specifications and constraints, including dynamics and kinematics issues, providing a well structured way to control the agent resources. We validate the mechanisms by presenting two virtual agents with different structures (sensors, actuators, and dynamics) which have used them. As practical results, the animated agents are able to autonomously perform different purpose tasks in a virtual environment, like a visual monitoring of its neighborhood, progression tasks onto a rough terrain, and visually guided reaching and grasping manipulation.
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