Difference: AnimationInterfaces (13 vs. 14)

Revision 142006-03-01 - RoeyFlor

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META TOPICPARENT name="CPSC526ComputerAnimation"
-- MichielVanDePanne - 26 Feb 2006
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  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
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Definitely a fast, easy way to create relatively complex motions for several simple types of characters. It does make a lot of underlying assumptions, but doing so allows the user to use minimal effort to animate a character. Flexibility is traded off for ease of use, which makes it ideal for learning purposes or basic prototyping of a motion to get a feel of what it may look like. -- Roey Flor
 Link to the paper

"Spatial Keyframing for Performance Driven Animation"

 
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