Principles of traditional animation applied to 3D computer animation
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
An integrated environment to visually construct 3D animations
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
ImageTimer: a traditional approach to 3D character animation
ACM SIGGRAPH 98 Conference abstracts and applications
Interactive control for physically-based animation
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Animation from observation: Motion capture and motion editing
ACM SIGGRAPH Computer Graphics
Tracking Points on Deformable Objects Using Curvature Information
ECCV '92 Proceedings of the Second European Conference on Computer Vision
The Art of 3-D Computer Animation and Effects, Third Edition
The Art of 3-D Computer Animation and Effects, Third Edition
Visual Interface for Conducting Virtual Orchestra
ICPR '00 Proceedings of the International Conference on Pattern Recognition - Volume 1
Layered acting for character animation
ACM SIGGRAPH 2003 Papers
Motion sketching for control of rigid-body simulations
ACM Transactions on Graphics (TOG)
Motion doodles: an interface for sketching character motion
ACM SIGGRAPH 2004 Papers
Performance timing for keyframe animation
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Spatial keyframing for performance-driven animation
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Pose-timeline for propagating motion edits
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Editing dynamic human motions via momentum and force
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
An animation bilateral filter for slow-in and slow-out effects
Graphical Models
Dragimation: direct manipulation keyframe timing for performance-based animation
Proceedings of Graphics Interface 2012
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From our experience observing novice animators, it is clear that setting keyframe spatial values is straightforward while specifying the keyframe timing is difficult and often time consuming. This paper presents a modified approach to the keyframing paradigm, performance timing, that lets the user focus on the timing of keyframes separately from the spatial values. In performance timing, the user ''acts-out'' the timing information using a simple 2D input device such as a mouse or pen-tablet. The user's input is analyzed and features of the user's input are mapped to the spatial features of the keyframed motion. The keyframes are then distributed in time according to the timing of the user's input path. We demonstrate the approach on several scenes and discuss the situations in which it is most and least effective. We present the results of a user study of over 20 subjects in which we compare accuracy using performance timing to accuracy using a standard animation package for specifying keyframe timing.