Motion capture cannot generate cartoon-style animation directly. We emulate the rubber-like exaggerations common in traditional character animation as a means of converting motion capture data into cartoon-like movement. We achieve this using trajectory-based motion exaggeration while allowing the violation of link-length constraints. We extend this technique to obtain smooth, rubber-like motion by dividing the original links into shorter sub-links and computing the positions of joints using Bézier curve interpolation and a mass-spring simulation. This method is fast enough to be used in real time.
|Number of pages||10|
|Journal||Computer Graphics Forum|
|Publication status||Published - 2008 Sept|
All Science Journal Classification (ASJC) codes
- Computer Graphics and Computer-Aided Design