Exaggerating character motions using sub-joint hierarchy

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.
© Copyright 2008 Computer Graphics Forum. Wiley. All rights reserved.

Bibliographic Details
Subjects:
Notations:technical and natural sciences
Tagging:Animation
Published in:Computer Graphics Forum
Language:English
Published: 2008
Online Access:https://doi.org/10.1111/j.1467-8659.2008.01177.x
Volume:27
Issue:6
Pages:1677-1686
Document types:article
Level:intermediate