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 |
Files in This Item:
File | Description | Size | Format | |
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Guertzenstein Angare.pdf | Plný text | 747,62 kB | Adobe PDF | View/Open |
Please use this identifier to cite or link to this item:
http://hdl.handle.net/11025/26419
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