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Exaggerating Character Motions Using Sub‐Joint Hierarchy
Author(s) -
Kwon Jiyong,
Lee InKwon
Publication year - 2008
Publication title -
computer graphics forum
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.578
H-Index - 120
eISSN - 1467-8659
pISSN - 0167-7055
DOI - 10.1111/j.1467-8659.2008.01177.x
Subject(s) - animation , computer science , character (mathematics) , interpolation (computer graphics) , motion (physics) , computer animation , computer graphics (images) , character animation , motion interpolation , motion capture , artificial intelligence , trajectory , movement (music) , skeletal animation , computer vision , bézier curve , computer facial animation , mathematics , geometry , block matching algorithm , object (grammar) , philosophy , physics , astronomy , video tracking , aesthetics
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 Bézier curve interpolation and a mass‐spring simulation. This method is fast enough to be used in real time.

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