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.
| Subjects: | |
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| Notations: | technical and natural sciences |
| Tagging: | Animation |
| Published in: | Computer Graphics Forum |
| Language: | English |
| Published: |
2008
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| 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 |