Tags:
view all tags
-- Main.MichielVanDePanne - 26 Feb 2006 ---++ Group Topic 2.7: Animation Interfaces ---++++ Presented by: Zhangbo Liu and Dieter Buys ---++++ "Motion Doodles" This is an example response. To add your own response, click on 'Edit' above. Paragraphs are separated with just a blank line. This paper is interesting because... It is flawed because ... I didn't understand the following bits... Open problems are ... -- Michiel van de Panne I think in certain domains (eg. pre-visualization for movies), this system could be really useful, at least to create a first rough pass at an animation. It reminds me of the discussion we had last class regarding being able to get sufficient range of expression out of character's motion. ie. happy/sad/angry styles of motion don't cover everything an animation might need, just like simple doodle animations can't describe everything we might want a character to do. But it might get us most of the way there, allowing artists to focus their time on important aspects rather than getting bogged down in the details of every movement. I think the main problem with it is that it requires a lot of assumptions and built-in parameterizations that limit its generality beyond specific closed domains. --Christopher Batty A good read. Some questions/comments: - How is the character model warped for motion of the two internal torso joints? - What is Catmull-Rom interpolation? (brief elaboration would be nice) - Is there any kind of motion-sketch garbage detection? (like there is for character sketching) Or is it truly/totally Garbage-in-Garbage-Out. - Which of the proposed extensions have been made? (Having a 3D input interface would be cool!) A meta language that could connect novel motions with the identified gestures would be neat (making it easy for someone else to adapt this system to their own N-link characters). - Has there been any commercial interest? -- Daniel Eaton ---++++ "Spatial Keyframing for Performance Driven Animation" This is a nifty idea, but the fact that all the available motions have to be squished into a 2D plane makes producing anything more than a fairly small simple set of animations pretty difficult, I suspect. (However, the author's demonstration of the juggling teddy bear at last year's SCA was hilarious.) -- Christopher Batty Separating the timing from the posing may make it a little easier for novice keyframers to do their job, but this still seems to be a time consuming process (a simple periodic motion that involves translation (like walking or hopping) would still take a long time to create). It also might may make it harder to make consistent or precise motions, since the second stage ("performance") is just controlled through a mouse. -- Daniel Another paper. Please add your comments below.
Edit
|
Attach
|
Watch
|
P
rint version
|
H
istory
:
r14
|
r8
<
r7
<
r6
<
r5
|
B
acklinks
|
V
iew topic
|
Raw edit
|
More topic actions...
Topic revision: r6 - 2006-03-01
-
DanielEaton
Home
Site map
BETA web
Communications web
Faculty web
Imager web
LCI web
Main web
SPL web
Sandbox web
TWiki web
TestCases web
Imager Web
Create New Topic
Index
Search
Changes
Notifications
RSS Feed
Statistics
Preferences
P
View
Raw View
Print version
Find backlinks
History
More topic actions
Edit
Raw edit
Attach file or image
Edit topic preference settings
Set new parent
More topic actions
Account
Log In
Register User
Edit
Attach
Copyright © 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