The squash-and-stretch filter for character animation

Ji-yong Kwon, In-Kwon Lee
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引用次数: 2

Abstract

The realistic motion data such as the motion capture data and physically based motion are not suitable for cartoon animations, in which the narrative is emphasized by exaggerated physical motion. Recently, several methods have been developed for converting an input motion into a cartoon-style motion. Wang et al. [2006] proposed an innovative method that generates anticipation and follow-through effects through the convolution of a Laplacian of Gaussians (LoG) kernel. Inspired by their work, we propose a new way of superimposing non-rigid squash-and-stretch effects [Lasseter 1987] on the motion of a rigid linkage. Our key idea is to apply a time-shift filter to position data of each joint of a skeletal character individually in order to allow its cartoon character to undergo squash-and-stretch.
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角色动画的压缩和拉伸过滤器
动作捕捉数据、基于物理的运动等逼真的运动数据不适合卡通动画,因为卡通动画通过夸张的物理运动来强调叙事。最近,已经开发了几种将输入运动转换为卡通风格运动的方法。Wang等人[2006]提出了一种创新的方法,通过拉普拉斯高斯(LoG)核的卷积产生预期和后续效应。受他们工作的启发,我们提出了一种将非刚性挤压和拉伸效应叠加在刚性连杆运动上的新方法[Lasseter 1987]。我们的关键思想是对骨骼角色的每个关节的位置数据分别应用时移滤波器,以允许其卡通角色经历挤压和拉伸。
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