{"title":"Disney meets Darwin-the evolution of funny animated figures","authors":"J. Ventrella","doi":"10.1109/CA.1995.393550","DOIUrl":null,"url":null,"abstract":"In this paper I discuss an approach to the generation of entertaining animated motion, using a genetic algorithm. Genetic algorithms have been used successfully to optimize the physical behaviors of articulated stick figures and other animated creatures for goal-directed behavior. But an emphasis has not been put on the \"optimization of expressivity\", whereby an animator inserts him/herself into the optimizing loop to aesthetically influence the evolution of motion behavior in such figures. A technique for bringing both automatic and interactive evolution together into one tool is discussed as a means to bring evolutionary tools closer to the concerns of the character animator, who may be just as interested in developing amusing behaviors in a world of \"Cartoon Laws\", as in simulating realistic animals in a world of Newtonian physics.<<ETX>>","PeriodicalId":430534,"journal":{"name":"Proceedings Computer Animation'95","volume":"10 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1995-04-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"53","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings Computer Animation'95","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CA.1995.393550","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 53
Abstract
In this paper I discuss an approach to the generation of entertaining animated motion, using a genetic algorithm. Genetic algorithms have been used successfully to optimize the physical behaviors of articulated stick figures and other animated creatures for goal-directed behavior. But an emphasis has not been put on the "optimization of expressivity", whereby an animator inserts him/herself into the optimizing loop to aesthetically influence the evolution of motion behavior in such figures. A technique for bringing both automatic and interactive evolution together into one tool is discussed as a means to bring evolutionary tools closer to the concerns of the character animator, who may be just as interested in developing amusing behaviors in a world of "Cartoon Laws", as in simulating realistic animals in a world of Newtonian physics.<>