Inverse kinematics positioning using nonlinear programming for highly articulated figures
ACM Transactions on Graphics (TOG)
Teddy: a sketching interface for 3D freeform design
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Computational modeling for the computer animation of legged figures
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Interactive skeleton techniques for enhancing motion dynamics in key frame animation
Communications of the ACM
A sketching interface for articulated figure animation
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Motion doodles: an interface for sketching character motion
ACM SIGGRAPH 2004 Papers
Sketch-based modeling with few strokes
Proceedings of the 21st spring conference on Computer graphics
SmoothSketch: 3D free-form shapes from complex sketches
ACM SIGGRAPH 2006 Papers
Automatic expressive deformations for stylizing motion
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Structured annotations for 2D-to-3D modeling
ACM SIGGRAPH Asia 2009 papers
A sketching interface for sitting-pose design
Proceedings of the Seventh Sketch-Based Interfaces and Modeling Symposium
Intuitive Interactive Human-Character Posing with Millions of Example Poses
IEEE Computer Graphics and Applications
Smart Scribbles for Sketch Segmentation
Computer Graphics Forum
Differential blending for expressive sketch-based posing
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
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The line of action is a conceptual tool often used by cartoonists and illustrators to help make their figures more consistent and more dramatic. We often see the expression of characters---may it be the dynamism of a super hero, or the elegance of a fashion model---well captured and amplified by a single aesthetic line. Usually this line is laid down in early stages of the drawing and used to describe the body's principal shape. By focusing on this simple abstraction, the person drawing can quickly adjust and refine the overall pose of his or her character from a given viewpoint. In this paper, we propose a mathematical definition of the line of action (LOA), which allows us to automatically align a 3D virtual character to a user-specified LOA by solving an optimization problem. We generalize this framework to other types of lines found in the drawing literature, such as secondary lines used to place arms. Finally, we show a wide range of poses and animations that were rapidly created using our system.