Interactive behaviors for bipedal articulated figures
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Fourier principles for emotion-based human figure animation
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
GI '96 Proceedings of the conference on Graphics interface '96
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
The EMOTE model for effort and shape
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Modeling tension and relaxation for computer animation
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Motion capture assisted animation: texturing and synthesis
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Verbs and Adverbs: Multidimensional Motion Interpolation
IEEE Computer Graphics and Applications
AER: aesthetic exploration and refinement for expressive character animation
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Dynamic Animation and Control Environment
GI '05 Proceedings of Graphics Interface 2005
Proceedings of the 2007 ACM SIGGRAPH symposium on Video games
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
FearNot’s appearance: reflecting children’s expectations and perspectives
IVA'06 Proceedings of the 6th international conference on Intelligent Virtual Agents
Generating Responsive Life-Like Biped Characters
Proceedings of the The third workshop on Procedural Content Generation in Games
Hi-index | 0.00 |
The utility of an interactive tool can be measured by how pervasively it is embedded into a user's workflow. Tools for artists additionally must provide an appropriate level of control over expressive aspects of their work while suppressing unwanted intrusions due to details that are, for the moment, unnecessary. Our focus is on tools that target editing the expressive aspects of character motion. These tools allow animators to work in a way that is more expedient than modifying low-level details, and offers finer control than high level, directorial approaches. To illustrate this approach, we present three such tools, one for varying timing (succession), and two for varying motion shape (amplitude and extent). Succession editing allows the animator to vary the activation times of the joints in the motion. Amplitude editing allows the animator to vary the joint ranges covered during a motion. Extent editing allows an animator to vary how fully a character occupies space during a movement -- using space freely or keeping the movement close to his body. We argue that such editing tools can be fully embedded in the workflow of character animators. We present a general animation system in which these and other edits can be defined programmatically. Working in a general pose or keyframe framework, either kinematic or dynamic motion can be generated. This system is extensible to include an arbitrary set of movement edits.