Title: Manipulation of motion capture animation by characteristics
Authors: Guertzenstein Angare, Leandro Martin
Martino, José Mario De
Citation: 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.
Issue Date: 2014
Publisher: Václav Skala - UNION Agency
Document type: konferenční příspěvek
conferenceObject
URI: wscg.zcu.cz/WSCG2014/!!_2014-WSCG-Communication.pdf
http://hdl.handle.net/11025/26419
ISBN: 978-80-86943-71-8
Keywords: animace;počítačová grafika;zachycení pohybu
Keywords in different language: animation;computer graphics;motion capture
Abstract in different language: 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.
Rights: @ Václav Skala - UNION Agency
Appears in Collections:WSCG 2014: Communication Papers Proceedings

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