{"title":"橡胶般的角色动画夸张","authors":"Ji-yong Kwon, In-Kwon Lee","doi":"10.1109/PG.2007.25","DOIUrl":null,"url":null,"abstract":"Motion capture cannot generate cartoon-style animation directly. We emulate the rubber-like exaggerations common in traditional character animation as a means of converting motion capture data into cartoon-like movement. We achieve this using trajectory-based motion exaggeration while allowing the violation of link-length constraints. We extend this technique to obtain smooth, rubber-like motion by dividing the original links into shorter sub-links and computing the positions of joints using B´ezier curve interpolation and a mass-spring simulation. This method is fast enough to be used in real time.","PeriodicalId":376934,"journal":{"name":"15th Pacific Conference on Computer Graphics and Applications (PG'07)","volume":"337 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2007-10-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"13","resultStr":"{\"title\":\"Rubber-like Exaggeration for Character Animation\",\"authors\":\"Ji-yong Kwon, In-Kwon Lee\",\"doi\":\"10.1109/PG.2007.25\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Motion capture cannot generate cartoon-style animation directly. We emulate the rubber-like exaggerations common in traditional character animation as a means of converting motion capture data into cartoon-like movement. We achieve this using trajectory-based motion exaggeration while allowing the violation of link-length constraints. We extend this technique to obtain smooth, rubber-like motion by dividing the original links into shorter sub-links and computing the positions of joints using B´ezier curve interpolation and a mass-spring simulation. This method is fast enough to be used in real time.\",\"PeriodicalId\":376934,\"journal\":{\"name\":\"15th Pacific Conference on Computer Graphics and Applications (PG'07)\",\"volume\":\"337 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2007-10-29\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"13\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"15th Pacific Conference on Computer Graphics and Applications (PG'07)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/PG.2007.25\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"15th Pacific Conference on Computer Graphics and Applications (PG'07)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/PG.2007.25","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Motion capture cannot generate cartoon-style animation directly. We emulate the rubber-like exaggerations common in traditional character animation as a means of converting motion capture data into cartoon-like movement. We achieve this using trajectory-based motion exaggeration while allowing the violation of link-length constraints. We extend this technique to obtain smooth, rubber-like motion by dividing the original links into shorter sub-links and computing the positions of joints using B´ezier curve interpolation and a mass-spring simulation. This method is fast enough to be used in real time.