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Sketch-Based Skeleton-Driven 2D Animation and Motion Capture

机译:基于草图的骨骼驱动2D动画和运动捕捉

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摘要

We present a novel sketch-based 2D animation technique, which allows the user to produce 2D character animations efficiently. It consists of two parts, sketch-based skeleton-driven 2D animation production and 2D motion capture. The user inputs one image of the character and sketches the skeleton for each subsequent frame. The system deforms the character and creates animations automatically. To perform 2D shape deformation, a variable-length needle model is introduced to divide the deformation into two stages: skeleton driven deformation and nonlinear deformation in joint areas. It preserves the local geometric features and global 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 be captured by tracking joints position and retargeted to a new character. This facilitates the reuse of motion characteristics contained in existing moving images, making the cartoon generation easy for artists and novices alike.
机译:我们提出了一种新颖的基于草图的2D动画技术,该技术允许用户有效地产生2D角色动画。它由两部分组成:基于草图的骨架驱动2D动画制作和2D运动捕捉。用户输入角色的一个图像,并为每个后续帧绘制骨架。系统使角色变形并自动创建动画。为了执行2D形状变形,引入了变长针模型,将变形分为两个阶段:骨骼驱动变形和关节区域的非线性变形。它保留了局部几何特征和全局区域。与现有方法相比,它降低了计算复杂度并产生了合理的结果。由于我们的技术是骨骼驱动的,因此可以通过跟踪关节位置来捕获角色的运动并将其重新定位到新角色。这有利于重用现有运动图像中包含的运动特征,从而使艺术家和新手都可以轻松地生成卡通。

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