Exaggerating Character Motions Using Sub-Joint Hierarchy
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 Bezier curve interpolation and a mass-spring simulation. This method is fast enough to be used in real time.
BibTeX
@article {10.1111:j.1467-8659.2008.01177.x,
journal = {Computer Graphics Forum},
title = {{Exaggerating Character Motions Using Sub-Joint Hierarchy}},
author = {Kwon, Ji-yong and Lee, In-Kwon},
year = {2008},
publisher = {The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {10.1111/j.1467-8659.2008.01177.x}
}
journal = {Computer Graphics Forum},
title = {{Exaggerating Character Motions Using Sub-Joint Hierarchy}},
author = {Kwon, Ji-yong and Lee, In-Kwon},
year = {2008},
publisher = {The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {10.1111/j.1467-8659.2008.01177.x}
}