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dc.contributor.authorIbrahim, Zaid H.en_US
dc.contributor.editorBernhard Thomaszewski and KangKang Yin and Rahul Narainen_US
dc.date.accessioned2017-12-31T10:43:03Z
dc.date.available2017-12-31T10:43:03Z
dc.date.issued2017
dc.identifier.isbn978-1-4503-5091-4
dc.identifier.urihttp://dx.doi.org/10.1145/3099564.3106639
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1145/3099564-3106639
dc.description.abstractThis paper describes a new method to control changes in a character's form during exaggeration, through squash and stretch (SS). The Stretch-Engine is the result of this method, designed to be integrated into an existing animation system, Maya. The Stretch- Engine is a three-part system where the first is a bipedal-humanoid rig with controls necessary for animation and the ability to SS its limbs. The second is a set of rules determined from studying Looney Tunes animation to create a range of SS. The third is a user interface that allows users to control changes in SS using 3D curves created within the Maya interface.en_US
dc.publisherACMen_US
dc.subjectComputing methodologies
dc.subjectAnimation
dc.subjectComputer graphics
dc.subjectMotion processing
dc.subjectsquash and stretch
dc.subjectexaggeration
dc.subjectbipedal rig
dc.subjectmotion path
dc.titleThe Stretch-Engine: A Method for Adjusting the Exaggeration of Bipedal Characters Through Squash and Stretchen_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on Computer Animation - Posters
dc.description.sectionheadersPoster Abstracts
dc.identifier.doi10.1145/3099564.3106639
dc.identifier.pagesZaid H. Ibrahim-Computing methodologies-Animation; Computer graphics; Motion processing; squash and stretch, exaggeration, bipedal rig, motion path


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