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Study on Animation Engine Based on Frame Chain and Woodcut

机译:基于帧链和木刻的动画引擎研究

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In this paper we first present our local cubic spline interpolation algorithm that will be applied to model anime character. Unlike global algorithms which need to solve the interpolation over whole control points every time a vertex is moved, our method performs a constant number of iteration that affects only a small number of control points over time. And then we provide our approach to the dynamic timeline of Anime Engine, frame chain and woodcut, and show how to apply them into our application of 2D key frame based animation. We also present our new Anime Engine system with the new kind of dynamic timeline and layers.
机译:在本文中,我们首先介绍了将用于模型动漫人物的局部三次样条插值算法。与全局算法不同,全局算法需要在每次移动顶点时解决整个控制点的插值问题,而我们的方法执行的迭代次数恒定,随时间推移仅影响少量控制点。然后,我们提供了动漫引擎,帧链和木刻的动态时间表的方法,并展示了如何将其应用于基于2D关键帧的动画的应用。我们还展示了具有新型动态时间表和图层的新型Anime Engine系统。

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