Difference: AnimationInterfaces (9 vs. 10)

Revision 102006-03-01 - boliang

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META TOPICPARENT name="CPSC526ComputerAnimation"
-- MichielVanDePanne - 26 Feb 2006
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  I found the idea of sketching out motion to be quite interesting; it can be intuitive and fast, but also imprecise and limited. I think it holds great potential, since as the market for animation --- in movies, games, etc. --- is continually growing, so is the need to speed-up production or to make it more accessible. The first problem that I noticed is how the types of skeletons that can be used is constrained; however, with more thought, I realized that while animating, I typically only use a few different types (such as bipeds, quadrupeds, cars, etc.), and often have to recreate similar tasks, like walking or driving. As well, how the character is sketched limits the amount of detail, but this could probably be easily traded off for speed, by explicitly telling the system what link you are working on. Next, I see that there are 18 gestures, but only 31 when including backwards-travelling variants; so I guess five of them are meant for one direction. I understand this for some --- a backwards moonwalk doesn't make much sense, and neither does a forward back-flip or backward front-flip --- but I am not sure what the other two are. Also, why is the handsping a 3D motion? It only seems to need to rotate in 2D. As the paper says, this is not meant to be a replacement for professional tools, but I can definitely see it being incorporated into some of these tools, especially for previewing (as Christopher said). For future work, it mentions adding gestures, but I would hesitate to add too many, since this seems to aim at being intuitive and already incorporates most of the intuitive motions; for more precise work, a different tool will probably be needed anyway. Because of this, one of my favourite uses is for novice, fun animation; especially for children to learn. --- H. David Young
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A very handy tool for the animator, especially useful for the artists doing some draft animation. Comments and questions: In some sense, 18 gesture vocabulary is not enough for the artists' imagination, but if adding more vocabularies, defining, recognizing and handling the gesture is a problem. How did the system handle the trajectory in a 3D environment? Because a normal input device, such as a mouse, is only a 2D device. Using the sketch hitting the ground in a fixed camera view to figure out the z-axis location? If I am not satisfied with parts of the sketch, can I modify it in the system, or have to re-draw whole sketch? -- Bo Liang
 Link to the paper

"Spatial Keyframing for Performance Driven Animation"

 
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