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dc.contributor.authorCiccone, Loïcen_US
dc.contributor.authorGuay, Martinen_US
dc.contributor.authorNitti, Maurizioen_US
dc.contributor.authorSumner, Robert W.en_US
dc.contributor.editorBernhard Thomaszewski and KangKang Yin and Rahul Narainen_US
dc.date.accessioned2017-12-31T10:44:56Z
dc.date.available2017-12-31T10:44:56Z
dc.date.issued2017
dc.identifier.isbn978-1-4503-5091-4
dc.identifier.issn1727-5288
dc.identifier.urihttp://dx.doi.org/10.1145/3099564.3099570
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1145/3099564-3099570
dc.description.abstractMotion cycles play an important role in animation production and game development. However, creating motion cycles relies on general-purpose animation packages with complex interfaces that require expert training. Our work explores the speci c challenges of motion cycle authoring and provides a system simple enough for novice animators while maintaining the flexibility of control demanded by experts. Due to their cyclic nature, we show that performance animation provides a natural interface for motion cycle speci cation. Our system allows the user to act several loops of motion using a variety of capture devices and automatically extracts a looping cycle from this potentially noisy input. Motion cycles for di erent character components can be authored in a layered fashion, or our method supports cycle extraction from higher-dimensional data for capture devices that deliver many degrees of freedom. After capture, a custom curve representation and manipulation tool allows the user to coordinate and control spatial and temporal transformations from a single viewport. Ground and other planar contacts are speci ed with a single sketched line that adjusts a curve's position and timing to establish non-slipping contact. We evaluate the e ectiveness of our work through tests with both novice and expert users and show a variety of animated motion cycles created with our system.en_US
dc.publisherACMen_US
dc.subjectComputing methodologies Animation
dc.subjectGraphics systems and interfaces
dc.subjectMotion cycles
dc.subjectAnimation interface
dc.subjectPerformance
dc.subjectMotion curves
dc.titleAuthoring Motion Cyclesen_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on Computer Animation
dc.description.sectionheadersPapers III: Kinematic Characters
dc.identifier.doi10.1145/3099564.3099570
dc.identifier.pagesLoïc Ciccone, Martin Guay, Maurizio Nitti, and Robert W. Sumner-Computing methodologies Animation; Graphics systems and interfaces; Motion cycles, Animation interface, Performance, Motion curves


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