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Study on Animation Engine Based on Frame Chain and Woodcut

机译:基于框架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,我们首先介绍我们将应用于模型动漫字符的本地立方样条插值算法。与每次移动顶点时需要通过整个控制点解决插值的全局算法不同,我们的方法执行常量的迭代次数,这些迭代随时间仅影响少量控制点。然后,我们向动态引擎,框架链和木刻的动态时间线提供了我们的方法,并展示了如何将它们应用于基于密钥帧的动画的应用。我们还提供了新的动漫引擎系统,具有新的动态时间线和层。

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