Difference: AnimationInterfaces (12 vs. 13)

Revision 132006-03-01 - KenRose

Line: 1 to 1
 
META TOPICPARENT name="CPSC526ComputerAnimation"
-- MichielVanDePanne - 26 Feb 2006
Line: 35 to 35
  This system is using a very natural way artists render movement by taking motion lines and generating a gesture vocabulary that causes the artists to render animation on any human-like character. I think it’s an interesting way for animators to begin visualizing a movement quickly and concentrate on the more complicated and detailed aspects of an animation more effectively. I was wondering whether a character that was rendered with more detail using a professional tool could be imported in this program. Maybe an artist would not intuitively know if a certain movement looked unnatural however this program would allow them to recognize their mistakes in either the rendering of the character or the motion itself. – Disha Al Baqui
Added:
>
>
Cool idea. Indeed, creating animations in this way allows for extremely quick prototyping of character motion. The sketch lines offer a simple "language" for describing motion. Given the simplicity of the input system, this could be used by a director to specify to an animator the rought path that they'd like a character to take. The animator could then use this base animation and create a final result with imprecisions cleaned up by using a professional tool. One restriction is that this only works for humanoid (i.e., seven segmented) figures. It would be nice to experiment with things like snakes, Pixar's lamp or maybe some four legged creature. -- KenRose
 Link to the paper

"Spatial Keyframing for Performance Driven Animation"

Line: 53 to 55
  Using the pre-defined natural keyframing as a start to process IK solver in the system should be a better solution. The unrealistic pose can be avoided. This paper, as well as the previous one, the authors show us two very interesting and innovative ideas on how to design, create and performance animations. The control interface and results are attractive, but as two prototype systems, there are gaps to be the commercial implementation. As mentioned in this paper, they are good for demonstration in front of the audiences. -- Bo Liang
Added:
>
>
Performance driven animation has the flaw that it is hard to reproduce. That is, if you want to change the animation so that one small section is a bit more extreme, you have to re-record the entire animation again and hope that your hand is steady enough to recreate the previous motions. Nevertheless, for short animations, perhaps this isn't a problem. Using spatial techniques for keyframing seems like a great way to quickly prototype motions for simple characters. The implementation for locomotion seems hacky, leaving this technique reserved for animations involving a character at a fixed base position. Still though, this class of animations does produce interesting results (I love the juggling teddy bear). -- KenRose
 Link to the paper
 
This site is powered by the TWiki collaboration platform Powered by PerlCopyright © 2008-2025 by the contributing authors. All material on this collaboration platform is the property of the contributing authors.
Ideas, requests, problems regarding TWiki? Send feedback