Abstract | ||
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We describe a method for modelling cartoon characters, so that the appearance of the character is separate from its movement. We introduce a conceptually simple primitive for modelling the appearance of a character. This primitive is based on NURBS. It is thus very general in what it can model. We also show that it is readily interpolated, for inbetweening. We discuss the interpolation method and the data structures used for appearance and movement. The work is then taken further, to show how movements designed by a traditional animator can be captured. Given a library of appearances, the animator can experiment with finding appropriate movements to match the physical attributes of the character. Moreover, these movements can themselves be blended to produce new movements, giving the animator enhanced creative opportunities. This project is part of our on-going Animachine project, which aims to provide the traditional cel animator with a comprehensive computer-based system |
Year | DOI | Venue |
---|---|---|
1994 | 10.1109/CA.1994.323996 | CA |
Keywords | Field | DocType |
art,computer animation,data structures,interpolation,animachine project,nurbs,appearance,cartoon characters,cel animator,character modelling,movement | Spline (mathematics),Data structure,Computer graphics (images),Computer science,Interpolation,Animation,Computer animation,Computer graphics | Conference |
Citations | PageRank | References |
6 | 0.73 | 6 |
Authors | ||
2 |
Name | Order | Citations | PageRank |
---|---|---|---|
Mark Owen | 1 | 6 | 0.73 |
Philip Willis | 2 | 6 | 0.73 |