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Layered acting for character animation

Published:01 July 2003Publication History
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Abstract

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.

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  • Published in

    cover image ACM Transactions on Graphics
    ACM Transactions on Graphics  Volume 22, Issue 3
    July 2003
    683 pages
    ISSN:0730-0301
    EISSN:1557-7368
    DOI:10.1145/882262
    Issue’s Table of Contents

    Copyright © 2003 ACM

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    Publication History

    • Published: 1 July 2003
    Published in tog Volume 22, Issue 3

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