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Expressing animated performances through puppeteering

机译:通过伪装表达动画表演

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An essential form of communication between the director and the animators early in the animation pipeline is rough cut at the motion (a blocked-in animation). This version of the character's performance allows the director and animators to discuss how the character will play his/her role in each scene. However, blocked-in animation is also quite time consuming to construct, with short scenes requiring many hours of preparation between presentations. In this paper, we present a puppeteering interface for creating blocked-in motion for characters and various simulation effects more quickly than is possible in a keyframing interface. The animator manipulates one of a set of tracked objects in a motion capture system to control a few degrees of freedom of the character on each take. We explore the design space for the 3D puppeteering interface with a set of seven professional animators using a “think-aloud” protocol. We present a number of animations that they created and compare the time required to create similar animations in our 3D user interface and a commercial keyframing interface.
机译:在动画制作过程的早期,导演和动画师之间的一种重要沟通方式是在运动时进行粗切(被阻止的动画)。角色表演的这一版本使导演和动画制作人员可以讨论角色如何在每个场景中扮演自己的角色。但是,由于动画短,需要在演示之间进行许多小时的准备,因此制作受限动画也非常耗时。在本文中,我们提供了一个伪造的界面,它可以比关键帧界面更快地创建角色的被阻止动作和各种模拟效果。动画师在运动捕捉系统中操纵一组跟踪对象中的一个,以控制每次拍摄中角色的几个自由度。我们使用“ think-aloud”协议与一组七个专业动画师一起探索3D人偶界面的设计空间。我们介绍了他们创建的许多动画,并比较了在3D用户界面和商业关键帧界面中创建类似动画所需的时间。

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