Keyframe animation and motion capture for creating animation: a survey and perception from industry people

M. Izani, Aishah, A. Eshaq, Norzaiha
{"title":"Keyframe animation and motion capture for creating animation: a survey and perception from industry people","authors":"M. Izani, Aishah, A. Eshaq, Norzaiha","doi":"10.1109/SCORED.2003.1459684","DOIUrl":null,"url":null,"abstract":"The history of animation is generally referred to early production of traditional animation. It has begun in the early 1900. \"Animation is the essence of animation\" as explained by Halas (1991). It is a series of images that appear to be in motion. It can be either traditional animation or computer animation. In addition, Greenberg (1997) explains \"Animation is a deliberately interpreted \"illusion of life\". It has been practiced for the last 70 years in both drawn and stop motion animation, and as such, is not an attempt to mimic human and animal life exactly\" Traditionally animation is produced by drawing illusion of movement created by photographing a series of individual drawings on successive frames on film. Gleicher (1999), explains \"Animation is a uniquely expressive art form: it provides the creator with control over both the appearance and the movement of characters and objects. This gives artists tremendous freedom, which when well used, can create works with tremendous impact.\" According to the historical timeline, many forms of animation have been introduced. This includes cel animation, clay animation, stop frame animation, three dimensional (3D) computer animation and virtual reality. With the rapid growth of this industry various types of techniques, methodologies and computer technologies have been developed, for instance keyframe animation, non-linear animation, motion capture, procedural animation and etc. This research discusses about producing animation by using two methods: motion capture and keyframe animation. Throughout this, the author covers some feedback from the respondents about the priority of using these both methods. It also highlights the pros and cons of these two approaches.","PeriodicalId":239300,"journal":{"name":"Proceedings. Student Conference on Research and Development, 2003. SCORED 2003.","volume":"126 1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2003-08-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"9","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings. Student Conference on Research and Development, 2003. SCORED 2003.","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SCORED.2003.1459684","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 9

Abstract

The history of animation is generally referred to early production of traditional animation. It has begun in the early 1900. "Animation is the essence of animation" as explained by Halas (1991). It is a series of images that appear to be in motion. It can be either traditional animation or computer animation. In addition, Greenberg (1997) explains "Animation is a deliberately interpreted "illusion of life". It has been practiced for the last 70 years in both drawn and stop motion animation, and as such, is not an attempt to mimic human and animal life exactly" Traditionally animation is produced by drawing illusion of movement created by photographing a series of individual drawings on successive frames on film. Gleicher (1999), explains "Animation is a uniquely expressive art form: it provides the creator with control over both the appearance and the movement of characters and objects. This gives artists tremendous freedom, which when well used, can create works with tremendous impact." According to the historical timeline, many forms of animation have been introduced. This includes cel animation, clay animation, stop frame animation, three dimensional (3D) computer animation and virtual reality. With the rapid growth of this industry various types of techniques, methodologies and computer technologies have been developed, for instance keyframe animation, non-linear animation, motion capture, procedural animation and etc. This research discusses about producing animation by using two methods: motion capture and keyframe animation. Throughout this, the author covers some feedback from the respondents about the priority of using these both methods. It also highlights the pros and cons of these two approaches.
制作动画的关键帧动画和动作捕捉:来自行业人士的调查和看法
动画的历史一般是指早期制作的传统动画。它始于20世纪初。Halas(1991)认为“动画是动画的本质”。它是一系列看起来在运动的图像。它可以是传统动画,也可以是电脑动画。此外,Greenberg(1997)解释说“动画是一种刻意诠释的‘生命幻觉’”。在过去的70年里,它已经在绘画和定格动画中得到了实践,因此,它并不是试图完全模仿人类和动物的生活。传统的动画是通过在电影的连续帧上拍摄一系列单独的图画来产生运动的错觉。Gleicher(1999)解释说:“动画是一种独特的表达艺术形式:它为创作者提供了对角色和物体的外观和运动的控制。这给了艺术家巨大的自由,如果使用得当,可以创造出具有巨大影响力的作品。”根据历史的时间轴,许多形式的动画已经被引入。这包括细胞动画,粘土动画,停止帧动画,三维(3D)计算机动画和虚拟现实。随着这个行业的快速发展,各种类型的技术、方法和计算机技术得到了发展,例如关键帧动画、非线性动画、动作捕捉、程序动画等。本研究讨论了用两种方法制作动画:动作捕捉和关键帧动画。在整个过程中,作者涵盖了受访者关于使用这两种方法的优先级的一些反馈。它还强调了这两种方法的优缺点。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信