dc.contributor.author | Ciccone, Loïc | en_US |
dc.contributor.author | Guay, Martin | en_US |
dc.contributor.author | Nitti, Maurizio | en_US |
dc.contributor.author | Sumner, Robert W. | en_US |
dc.contributor.editor | Bernhard Thomaszewski and KangKang Yin and Rahul Narain | en_US |
dc.date.accessioned | 2017-12-31T10:44:56Z | |
dc.date.available | 2017-12-31T10:44:56Z | |
dc.date.issued | 2017 | |
dc.identifier.isbn | 978-1-4503-5091-4 | |
dc.identifier.issn | 1727-5288 | |
dc.identifier.uri | http://dx.doi.org/10.1145/3099564.3099570 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.1145/3099564-3099570 | |
dc.description.abstract | Motion 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.publisher | ACM | en_US |
dc.subject | Computing methodologies Animation | |
dc.subject | Graphics systems and interfaces | |
dc.subject | Motion cycles | |
dc.subject | Animation interface | |
dc.subject | Performance | |
dc.subject | Motion curves | |
dc.title | Authoring Motion Cycles | en_US |
dc.description.seriesinformation | Eurographics/ ACM SIGGRAPH Symposium on Computer Animation | |
dc.description.sectionheaders | Papers III: Kinematic Characters | |
dc.identifier.doi | 10.1145/3099564.3099570 | |
dc.identifier.pages | Loïc Ciccone, Martin Guay, Maurizio Nitti, and Robert W. Sumner-Computing methodologies Animation; Graphics systems and interfaces; Motion cycles, Animation interface, Performance, Motion curves | |