Layered acting for character animation

Mira Dontcheva, Gary D. Yngve, Zoran Popovic
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引用次数: 209

Abstract

We introduce an acting-based animation system for creating and editing character animation at interactive speeds. Our system requires minimal training, typically under an hour, and is well suited for rapidly prototyping and creating expressive motion. A real-time motion-capture framework records the user's motions for simultaneous analysis and playback on a large screen. The animator's real-world, expressive motions are mapped into the character's virtual world. Visual feedback maintains a tight coupling between the animator and character. Complex motion is created by layering multiple passes of acting. We also introduce a novel motion-editing technique, which derives implicit relationships between the animator and character. The animator mimics some aspect of the character motion, and the system infers the association between features of the animator's motion and those of the character. The animator modifies the mimic by acting again, and the system maps the changes onto the character. We demonstrate our system with several examples and present the results from informal user studies with expert and novice animators.
角色动画的分层表演
我们介绍了一个基于动作的动画系统,用于以交互速度创建和编辑角色动画。我们的系统只需要最少的训练,通常不到一个小时,非常适合快速制作原型和创造富有表现力的动作。实时动作捕捉框架记录用户的动作,以便在大屏幕上进行同步分析和回放。动画师的真实世界、富有表现力的动作被映射到角色的虚拟世界中。视觉反馈保持了动画师和角色之间的紧密耦合。复杂的动作是由多层次的多次动作产生的。我们还介绍了一种新的动作编辑技术,该技术派生出动画师和角色之间的隐含关系。动画师模仿角色动作的某些方面,系统推断出动画师的动作特征与角色的动作特征之间的关联。动画师通过再次表演来修改模仿者,系统将这些变化映射到角色上。我们用几个例子展示了我们的系统,并展示了专家和新手动画师非正式用户研究的结果。
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