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首页> 外文期刊>ACM Transactions on Graphics >Layered Acting For Character Animation
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Layered Acting For Character Animation

机译:角色动画的分层代理

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摘要

We introduce an acting-based animation system for creating and editing character animation at interactive speeds. Our system requires minimal training, typically under an hour, and is well suited for rapidly prototyping and creating expressive motion. A real-time motion-capture framework records the user's motions for simultaneous analysis and playback on a large screen. The animator's real-world, expressive motions are mapped into the character's virtual world. Visual feedback maintains a tight coupling between the animator and character. Complex motion is created by layering multiple passes of acting. We also introduce a novel motion-editing technique, which derives implicit relationships between the animator and character. The animator mimics some aspect of the character motion, and the system infers the association between features of the animator's motion and those of the character. The animator modifies the mimic by acting again, and the system maps the changes onto the character. We demonstrate our system with several examples and present the results from informal user studies with expert and novice animators.
机译:我们介绍了一种基于行为的动画系统,用于以交互速度创建和编辑角色动画。我们的系统需要最少的培训,通常少于一个小时,并且非常适合快速制作原型并创建富有表现力的动作。实时运动捕捉框架记录用户的运动,以便在大屏幕上同时进行分析和回放。动画师的真实世界的表达动作被映射到角色的虚拟世界中。视觉反馈使动画师和角色之间保持紧密的联系。复杂的动作是通过将多个动作过程进行分层来创建的。我们还介绍了一种新颖的运动编辑技术,该技术可得出动画师和角色之间的隐式关系。动画师模拟角色运动的某些方面,并且系统推断动画师的运动特征与角色特征之间的关联。动画师通过再次执行操作来修改模拟,然后系统将更改映射到角色上。我们用几个示例演示了我们的系统,并与专家和新手动画制作者一起介绍了非正式用户研究的结果。

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