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The idea is cool, and the results the author presented are also impressive. But it looks how to capture the motion from a 2D cartoon is time consumed and is hard to be handled by an animator without much CG knowledge. The autho made lots of assumations and applied their algorithm only on some simple short motions, such as the motion of the character is one-way, from left to right and so on. If the motion is complex, it is very difficult or impossible to capture the motion from a cartoon. Applying the captured data to the new model is also based on some assumptions and limited. In Figure 10 in the paper, if we want to use a new hat to replace the old one, it leads to a masking problem. In some colorful scene, it is not easy to handle. --Bo | ||||||||
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> > | (Cartoon capture)It seems like there's several areas where more automation would help with this (although how feasible it is, I'm not sure). eg. Automating the process of choosing keyshapes from the input shapes. Also, automatically detecting the contours of the animated character would be helpful, rather than requiring it to be given as input (either from software, or requiring somewhat laborious rotoscoping). In general, it seems to only cleanly handle fairly simple motions, ie. Jiminy's hat rather than his complex running and arm flailing motions. This seems like the area where the abilities of "the masters" are most important, but at the same time too difficult to recover. The post-processing techniques they use to fix translation/scaling issues are just glossed over, and don't seem likely to be general enough. -Christopher Batty | |||||||
Paper TwoAnother paper. Please add your comments below. | ||||||||
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(Motion Capturing Cartoons)The biggest constraint of this approach might be that the target and the source object must be versy similar--I'm curious what if they try to retarget the key-shapes of the frog on a little boy:P The approach wants to make generating (or coloning) animation easier, but actually it still needs much work. In addition, it may have difficulty to be extended to 3D cases. Anyhow, I like this paper:) -- Zhangbo Liu | ||||||||
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> > | (Motion signal processing) These signal-based modifications seem to lack a conceptual understanding of what the motion is, ie. modifications don't really have any particular meaning. I guess that's more of a philosophical disagreement with the approach. As a result, the interactive nature of the method is important to ensure the modified motions are good, because I think it would be really difficult to generate useful modifications without the benefit of rapid feedback. I'm a bit skeptical of the benefits of waveshaping, and without seeing videos, it's hard to believe the multiresolution filtering is as useful as they claim. However the timewarping and interpolation seem like they'd be fairly effective. -Christopher Batty |