Stretchable cartoon editing for skeletal captured animations

  • Authors:
  • Yann Savoye

  • Affiliations:
  • INRIA Bordeaux University, France

  • Venue:
  • SIGGRAPH Asia 2011 Sketches
  • Year:
  • 2011

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Abstract

In this work, we describe a new and simple approach to re-use skeleton of animation with joint-based Laplacian-type regularization, in the context of exaggerated skeleton-based character animation. Despite decades of research, interactive character animations still have a lack of flexibility and editability in order to re-use real vertebral motion. In further details, generation of expressive cartoon animation from real data, is a challenging key task for non-photorealistic animation. Hence, a major problem for artists in production is to enhance the expressiveness of classical motion clips by direct manipulation of the underlying skeletal structure. Relatively small number of researchers present their approach for processing cartoon effects on motion data in [Kwon and Lee 2007; Davis and Kannappan 2002; Bregler et al. 2002]. However existing techniques often avoid dealing with the potential of skeletal-based optimization, while preserving the joint coherence and connectivity. Besides, the majority of characters in cartoons have the flexibility to stretch to extreme positions and squash to astounding shapes. It can also be noticed that squash-and-stretch is easier to realize in traditional animation rather than mocap-based computer generated animation. For this reason, Ratatouille a Pixar® movie, did not use a rigid skeleton, while abandoning motion capture to reach such essential non-ultra realistic appeal.