动态的精灵

Ben Jones, J. Popović, J. McCann, Wilmot Li, Adam W. Bargteil
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引用次数: 12

摘要

从静态绘图创建动态对象和角色的传统方法涉及仔细调整动画曲线和/或模拟参数。精灵表提供了一个更以绘图为中心的解决方案,但它们并没有编码时间信息或决定物体如何在姿势之间转换的逻辑,也不能在给定的绘图之外进行推广。我们提出了一种利用精灵表创建动态精灵的方法,同时解决了这些限制。在我们的系统中,美工创建一幅画,将其变形以指定少量的示例姿势,并指出哪些姿势可以插值。为了使物体移动,我们设计了一个程序模拟来导航姿态歧管响应外部或用户控制的力量。强大的艺术控制是通过允许艺术家指定姿态歧管及其导航方式来实现的,而物理是用来提供时间和普遍性的。我们使用自己的方法创造了具有一系列不同动态属性的精灵。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Dynamic Sprites
Traditional methods for creating dynamic objects and characters from static drawings involve careful tweaking of animation curves and/or simulation parameters. Sprite sheets offer a more drawing-centric solution, but they do not encode timing information or the logic that determines how objects should transition between poses and cannot generalize outside the given drawings. We present an approach for creating dynamic sprites that leverages sprite sheets while addressing these limitations. In our system, artists create a drawing, deform it to specify a small number of example poses, and indicate which poses can be interpolated. To make the object move, we design a procedural simulation to navigate the pose manifold in response to external or user-controlled forces. Powerful artistic control is achieved by allowing the artist to specify both the pose manifold and how it is navigated, while physics is leveraged to provide timing and generality. We used our method to create sprites with a range of different dynamic properties.
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