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Sketch-Based Skeleton-Driven 2D Animation and MotionCapture

机译:基于素描的骨架驱动的2D动画和运动捕获

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We present a novel sketch-based 2D animation technique. which allows the user to produce 2D characier animations efficiently. It consists of two parts, sketch based skeietor-driven 2D animation production and 2D motion capture. The user irputs one image of the character and sketches the skeleton for each subsequent frame. The system delorms the character and creates animations automatically. To perform 2D shape deformation, a variable.ength need.e model is introduced to divide the deco-moon .nto two stages skeleton driven deformation and nonlinear deformation in join: areas. It preserves the .ocal geometric features and g.obal area. Compared with. existing approaches, it reduces the computation complexity and produces plausible results Because our technique is skeleton-driven, the motion of character can he captured by tracking joints position and retargeted to a new character. This facilitates the reuse of motion charactenstics contained in existing moving images, maxi ng the cartoon generation easy for artists and novices alike.
机译:我们提出了一种基于草图的2D动画技术。这允许用户有效地生成2D Characier动画。它由两部分组成,基于素描的SkeiEtor驱动的2D动画制作和2D运动捕获。用户IRPUSS字符的一个图像并为每个后续帧绘制骨架。系统删除字符并自动创建动画。为了执行2D形状的变形,一个variable.ength need.e模型引入分割装饰半月形.nto两个阶段骨架中加入驱动变形和非线性变形:区域。它保留了.cal几何特征和g.obal区域。和....相比。现有方法,它降低了计算复杂性,并产生了合理的结果,因为我们的技术是骨架驱动的,可以通过跟踪关节位置并重新结合到一个新的角色来捕获字符的运动。这有助于重用现有的运动图像中包含的运动Charactentics,Maxi NG艺术家和新手的卡通代和新手。

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