Název: | Manipulation of motion capture animation by characteristics |
Autoři: | Guertzenstein Angare, Leandro Martin Martino, José Mario De |
Citace zdrojového dokumentu: | WSCG 2014: communication papers proceedings: 22nd International Conference in Central Europeon Computer Graphics, Visualization and Computer Visionin co-operation with EUROGRAPHICS Association, p. 237-245. |
Datum vydání: | 2014 |
Nakladatel: | Václav Skala - UNION Agency |
Typ dokumentu: | konferenční příspěvek conferenceObject |
URI: | wscg.zcu.cz/WSCG2014/!!_2014-WSCG-Communication.pdf http://hdl.handle.net/11025/26419 |
ISBN: | 978-80-86943-71-8 |
Klíčová slova: | animace;počítačová grafika;zachycení pohybu |
Klíčová slova v dalším jazyce: | animation;computer graphics;motion capture |
Abstrakt v dalším jazyce: | 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 degrees of freedom (DOF), and a set of 12 physical and emotional characteristics. Using our methodology we embedded a neutral walk with these desired characteristics and evaluated the results with a survey comparing our modified animations with direct motion capture movements, with partial results. With this methodology, one can decrease drastically the time needed to tweak large sets of keyframes, embedding a desired characteristic in a fashion more closely related to the artistic universe of animators than the mathematical representations of angles, translations and interpolations in animation curves commonly used in commercial softwares. |
Práva: | @ Václav Skala - UNION Agency |
Vyskytuje se v kolekcích: | WSCG 2014: Communication Papers Proceedings |
Soubory připojené k záznamu:
Soubor | Popis | Velikost | Formát | |
---|---|---|---|---|
Guertzenstein Angare.pdf | Plný text | 747,62 kB | Adobe PDF | Zobrazit/otevřít |
Použijte tento identifikátor k citaci nebo jako odkaz na tento záznam:
http://hdl.handle.net/11025/26419
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