Abstract
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.
Original language | English |
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Pages (from-to) | 1677-1686 |
Number of pages | 10 |
Journal | Computer Graphics Forum |
Volume | 27 |
Issue number | 6 |
DOIs | |
Publication status | Published - 2008 Sept |
All Science Journal Classification (ASJC) codes
- Computer Graphics and Computer-Aided Design