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In comparison to traditional animation techniques, motion capture allows animators to obtain a large amount of realistic data in little time. The motivation behind our research is to try to fill the gap that separates realistic motion from cartoon animation. With this, classical animators can produce high quality animated movies (such as Frozen, Toy Story, etc.) and non-realistic video games in a significantly shorter amount of time. To add cartoon-like qualities to realistic animations, we suggest an algorithm that changes the animation curves of motion capture data by modifying local minima and maxima. We also propose a curve-based interface that allows users to quickly edit and visualize the changes applied to the animation. Finally, we present the results of two user studies that evaluate both the overall user satisfaction with the system's functionality, interactivity and learning curve, and the animation quality. vii
Proceedings of the 6th annual ACM symposium on User interface software and technology - UIST '93, 1993
User interfaces are often based on static presentations, a model ill suited for conveying change. Consequently, events on the screen frequently startle and confuse users. Cartoon animation, in contrast, is exceedingly successful at engaging its audience; even the most bizarre events are easily comprehended. The Self user interface has served as a testbed for the application of cartoon animation techniques as a means of making the interface easier to understand and more pleasant to use. Attention to timing and transient detail allows Self objects to move solidly. Use of cartoon-style motion blur allows Self objects to move quickly and still maintain their comprehensibility. Self objects arrive and depart smoothly, without sudden materializations and disappearances, and they rise to the front of overlapping objects smoothly through the use of dissolve. Anticipating motion with a small contrary motion and pacing the middle of transitions faster than the endpoints results in smoother and clearer movements. Despite the differences between user interfaces and cartoons-cartoons are frivolous, passive entertainment and user interfaces are serious, interactive tools-cartoon animation has much to lend to user interfaces to realize both affective and cognitive benefits.
Proceedings of the second international symposium on Non-photorealistic animation and rendering - NPAR '02, 2002
Traditional hand animation is in many cases superior to simulated motion for conveying information about character and events. Much of this superiority comes from an animator's ability to abstract motion and play to human perceptual effects. However, experienced animators are difficult to come by and the resulting motion is typically not interactive. On the other hand, procedural models for generating motion, such as physical simulation, can create motion on the fly but are poor at stylizing movement. We start to bridge this gap with a technique that creates cartoon style deformations automatically while preserving desirable qualities of the object's appearance and motion. Our method is focused on squash-and-stretch deformations based on the velocity and collision parameters of the object, making it suitable for procedural animation systems. The user has direct control of the object's motion through a set of simple parameters that drive specific features of the motion, such as the degree of squash and stretch. We demonstrate our approach with examples from our prototype system.
2005
We present a novel method to create perpetual animations from a small set of given keyframes. Existing approaches either are limited to re-sequencing large amounts of existing image/video data, or to interpolating vector based drawings. Our approach benefits from several ideas and techniques from video textures, computer-assisted animation and motion graphs. It combines the re-sequencing of existing material with the automatic generation of new data. Furthermore, the animator can interfere with the animation process at each arbitrary moment. First, a given set of keyframes is used to automatically generate a set of in-betweens. The amount of in-betweens required, depends on a distance metric preventing possible visual discontinuities. Next, an optimised cost graph is derived from the generated frames, indicating for all keyframes how many steps are required to travel from one keyframe to another. Finally, by rearranging the generated sets of in-betweens according to the cost graph, new animations can be synthesised from the generated data. The resulting animations are smooth, broader than the input data and require no postprocessing.
2014
This project, initiated in collaboration with the animation studio DreamWall, studies the use of motion capture as a tool for cartoon animators. We implemented an algorithm for the automatic extraction of "keyframes" from the captured motion, and tackled several technical issues concerning the use of motion capture for the project goal.
Siggraph 2009 Talks, 2009
2003
Abstract The contribution of this paper is a novel non-photorealistic rendering (NPR) system capable of rendering motion within a video sequence in artistic styles. A variety of cartoon-style motion cues may be inserted into a video sequence, including augmentation cues (such as streak lines, ghosting, or blurring) and deformation cues (such as squash and stretch or drag effects). Users may select from the gamut of available styles by setting parameters which in¤ uence the placement and appearance of motion cues.
2007
We present an approach for automatic cartoon-style motion dramatization suitable for interactive realtime animation. The system is built upon a physically based deformation model previously discussed in and achieves squash-and-stretch cartoon deformation relevant to the current object velocity by controlling the deformations in the physically based model. As an improvement over previous similar approaches, which largely provide geometrical solutions to the problem, our modified physics-based deformation approach handles more general cases.
A large body of traditional animation exists that contains characters with poses, expressions, and appeal not easily achievable with modern 3D techniques. To create new uses for this body of animation, this paper presents components of a system that can help incorporate the animation into re-usable libraries. In particular, we discuss two semi-automatic techniques that allow the re-use of traditional animation. First, support vector machines are used to segment cartoon images from their backgrounds for incorporation into an image library, for such applications as re-sequencing. Second, a radial basis function implicit surface modeling technique and a fast non-rigid elastic registration algorithm provide inbetween contours and textures given two key images of traditional animation. Our system is fast, model-free, and requires minimal animator intervention.
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.
The Visual Computer, 1996
Proceedings of the 36th Annual ACM Symposium on User Interface Software and Technology
Figure : With our animation interface, users can edit the shape and opacity of automatically generated silhouette curves in a temporally consistent manner. In this case, a user changed the shape of the character's hand lines through editing and redrawing the curves to emphasize the movement. Towards the beginning and end frames, the user also added laugh lines under the character's eye and around the mouth.
Wiley Encyclopedia of Electrical and Electronics Engineering, 1999
Animation is the production of consecutive images, which, when displayed, convey a feeling of motion. Animated images are almost magical in their ability to capture our imagination. By telling a compelling story, astounding with special e ects, or mesmerizing with abstract motion, animation can infuse a sequence of inert images with the illusion of motion and life. Creating this illusion, either by hand or with the assistance of computer software, is not easy. Each individual image, or frame, in the animated sequence must blend seamlessly with the other images to create smooth and continuous motion that ows through time. Traditionally, animation was created by drawing images of the characters for each frame in the action. At the start of the production, the animator is given storyboards, which are sketches depicting the sequence of major actions and illustrating the expressions of the characters. The animator also works from a nished soundtrack, which determines the timing of the piece. In older animations, the background scenery was often stationary and the characters were painted on cels, pieces of clear celluloid that could be stacked on top of the background. Most hand animation is created with keyframing where a lead animator creates the key, or most important frames, and a second animator creates the in between frames. Regardless of the medium, the challenge for the animator is to create images that impart expressiveness and life to the character. The most basic computer animation tools assist the process of traditional animation by automatically generating some of the frames of animation. Animation tools have also been developed to composite together multiple layers of a scene in much the same way that layers of cels are used in hand animation. Other more powerful techniques make use of algorithms that render an image from a geometric description of the scene. These techniques change the task from drawing sequences of images to using computer tools to e ectively specify how images should change over time. In addition to providing tools that give the animator new capabilities, the computer also creates new applications for animation. Computer animations can be generated in real-time for use in video games and other An earlier version of this article was published in the Encyclopedia of Computer Science, Thomson Press.
2020
In this paper we discuss a novel multidisciplinary method for computer animation, using motion capture ('mocap') as reference, combining techniques from 2D and 3D animation, and digital sculpting. Our method develops a process to create animation based on mocap data, without being restricted by standard practices that depend on existing rigged 3D models, allowing for visual expression and improvisation while taking advantage of naturalistic motion and interaction within a 3D environment. The standard mocap methodology for creating animation consists of retargeting (transferring) the recorded data from actors and performers to existing digital characters, providing them with movement. The motion is then polished and tweaked by animators, until the final result is achieved. The character's animation is the result of the captured performance and the original character design, but they are not created at the same time, as they are put together later on. Something similar happens with 3D computer animation: in order for animators to articulate characters into poses that are interpolated by the computer, a model of a character has to be built first. Here, the animators fully control the performance, but the design of the character pre-dates this process, and can only be modified within certain constraints. Mocap is bound by physics and naturalistic movements, animation can be exaggerated, weight and force have to be conveyed, rather than imposed. Both differ aesthetically but none of the approaches takes full advantage of 2D animation methods, where drawings dictate shape, form and motion at the same time. The characters here can be designed for the movement they perform in particular shots. This opens possibilities for a more experimental approach, where abstraction can exist. Our method combines the different disciplines and allows form to be created for each key pose, using digital sculpting tools for development and mocap as reference. Then, poses can be interpolated so the method is still interactive, allowing for experimentation. Using drawing as the starting point from the mocap data allows for greater understanding of the poses by studying the human figure in motion. This creates new opportunities for designing the animation, regarding shapes, forms and movement.
2013 IEEE 2nd International Conference on Serious Games and Applications for Health (SeGAH), 2013
: Palco makes use of Microsoft Kinect or Asus/Primesense WAVI Xtion sensor for simultaneous capture of both body and facial expression, introduces a cartoonification transform applied to the actor captured movements to reproduce exaggerated animations in cartoon characters and combines these factors into a real-time production software.
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 ...
Computer Animation, 1999. Proceedings, 1999
The Visual Computer, 2013
Quick creation of 3D character animations is an important task in game design, simulations, forensic animation, education, training, and more. We present a framework for creating 3D animated characters using a simple sketching interface coupled with a large, unannotated motion database that is used to find the appropriate motion sequences corresponding to the input sketches. Contrary to the previous work that deals with static sketches, our input sketches can be enhanced by motion and rotation curves that improve matching in the context of the existing animation sequences. Our framework uses animated sequences as the basic building blocks of the final animated scenes, and allows for various operations with them such as trimming, resampling, or connecting by use of blending and interpolation. A database of significant and unique poses, together with a two-pass search running on the GPU, allows for interactive matching even for large amounts of poses in a template database. The system provides intuitive interfaces, an immediate feedback, and poses very small requirements on the user. A user study showed that the system can be used by novice users with no animation experience or artistic talent, as well as by users with an animation background. Both groups were able to create animated scenes consisting of complex and varied actions in less than 20 minutes.
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
The Rise of the Creative Economy. The 23th Society for Animation Studies Annual Conference, 2013
The current paper develops a researching line connecting arts, new technologies and animation, as part of a wider project that delves into disrupting languages and Theory of Animation, focusing on artistic and experimental animation. This paper is indebted to the invaluable contribution of numerous animation artists, who shared with us via an open survey their experiences and opinions concerning the newly available technologies, and how they have influenced — or not — the evolution of their animation style: new resources and possibilities of digital production, advantages have they discovered, and which disadvantages they endure, ultimately providing innovative ideas to achieve better results.
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