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Expressive Motion Editing Using Motion ExtremaColeman, Patrick 21 August 2012 (has links)
When animating characters, a key goal is the creation of a believable, expressive performance that gives a character a unique personality with a distinct style of movement. While animators are skilled at creating expressive, personalized performances, it remains challenging to change performance-related aspects of movement in existing motion data. In recent years, motion data reuse has become increasingly important as recorded motion capture data has come into widespread use. This thesis investigates the use of a sparse set of pose-centric editing controls for editing existing motion data using techniques similar to those used by keyframe animators when they create new motion. To do this, this thesis proposes the use of motion extrema--the poses a character passes through when there is a significant change in movement--as a means for choosing effective pose-centric editing controls.
First, I present algorithms for identifying motion extrema. Motion extrema can be associated with individual joints or the full body of the character. I introduce a set of approaches for identifying motion extrema; these include the use of extrema of differential measures and the explicit search for times at which the body or a joint is in a spatially extreme configuration.
I then present three motion editing applications that use motion extrema as a foundation for applying motion edits. The first application, pose-centric editing, allows users to interactively change poses in a motion, and the system modifies the motion to respect existing ground contact. The second application--staggered poses, introduces a model of character pose that explicitly encodes how timing varies among motion extrema on different parts of the body. This timing variation is commonly used by animators to model overlapping action. By introducing an algorithm for finding timing variation on motion extrema in existing motion, this system enables users to make high-level changes to timing patterns to change overlap effects in existing motion.
Finally, I present a procedural motion editing application that targets a specific aspect of motion style; this technique is called spatial exaggeration. Spatial exaggeration changes the geometric relationships among extreme poses. Such edits cause movement to appear more or less energetic. Overall, these applications demonstrate that performance-related aspects of existing motion can be edited using a sparse set of controls in the form of motion extrema.
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Expressive Motion Editing Using Motion ExtremaColeman, Patrick 21 August 2012 (has links)
When animating characters, a key goal is the creation of a believable, expressive performance that gives a character a unique personality with a distinct style of movement. While animators are skilled at creating expressive, personalized performances, it remains challenging to change performance-related aspects of movement in existing motion data. In recent years, motion data reuse has become increasingly important as recorded motion capture data has come into widespread use. This thesis investigates the use of a sparse set of pose-centric editing controls for editing existing motion data using techniques similar to those used by keyframe animators when they create new motion. To do this, this thesis proposes the use of motion extrema--the poses a character passes through when there is a significant change in movement--as a means for choosing effective pose-centric editing controls.
First, I present algorithms for identifying motion extrema. Motion extrema can be associated with individual joints or the full body of the character. I introduce a set of approaches for identifying motion extrema; these include the use of extrema of differential measures and the explicit search for times at which the body or a joint is in a spatially extreme configuration.
I then present three motion editing applications that use motion extrema as a foundation for applying motion edits. The first application, pose-centric editing, allows users to interactively change poses in a motion, and the system modifies the motion to respect existing ground contact. The second application--staggered poses, introduces a model of character pose that explicitly encodes how timing varies among motion extrema on different parts of the body. This timing variation is commonly used by animators to model overlapping action. By introducing an algorithm for finding timing variation on motion extrema in existing motion, this system enables users to make high-level changes to timing patterns to change overlap effects in existing motion.
Finally, I present a procedural motion editing application that targets a specific aspect of motion style; this technique is called spatial exaggeration. Spatial exaggeration changes the geometric relationships among extreme poses. Such edits cause movement to appear more or less energetic. Overall, these applications demonstrate that performance-related aspects of existing motion can be edited using a sparse set of controls in the form of motion extrema.
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Topology-based character motion synthesisHo, Shu Lim January 2011 (has links)
This thesis tackles the problem of automatically synthesizing motions of close-character interactions which appear in animations of wrestling and dancing. Designing such motions is a daunting task even for experienced animators as the close contacts between the characters can easily result in collisions or penetrations of the body segments. The main problem lies in the conventional representation of the character states that is based on the joint angles or the joint positions. As the relationships between the body segments are not encoded in such a representation, the path-planning for valid motions to switch from one posture to another requires intense random sampling and collision detection in the state-space. In order to tackle this problem, we consider to represent the status of the characters using the spatial relationship of the characters. Describing the scene using the spatial relationships can ease users and animators to analyze the scene and synthesize close interactions of characters. We first propose a method to encode the relationship of the body segments by using the Gauss Linking Integral (GLI), which is a value that specifies how much the body segments are winded around each other. We present how it can be applied for content-based retrieval of motion data of close interactions, and also for synthesis of close character interactions. Next, we propose a representation called Interaction Mesh, which is a volumetric mesh composed of points located at the joint position of the characters and vertices of the environment. This raw representation is more general compared to the tangle-based representation as it can describe interactions that do not involve any tangling nor contacts. We describe how it can be applied for motion editing and retargeting of close character interaction while avoiding penetration and pass-throughs of the body segments. The application of our research is not limited to computer animation but also to robotics, where making robots conduct complex tasks such as tangling, wrapping, holding and knotting are essential to let them assist humans for the daily life.
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Structure evaluation of computer human animation qualityMehdi, Wasan January 2013 (has links)
This work will give a wide survey for various techniques that are present in the field of character computer animation, which concentrates particularly on those techniques and problems involved in the production of realistic character synthesis and motion. A preliminary user study (including Questionnaire, online publishing such as flicker.com, interview, multiple choice questions, publishing on Android mobile phone, and questionnaire analysis, validation, statistical evaluation, design steps and Character Animation Observation) was conducted to explore design questions, identify users' needs, and obtain a "true story" of quality character animation and the effect of using animation as useful tools in Education. The first set of questionnaires were designed to accommodate the evaluation of animation from candidates from different walks of life, ranging from animators, gamers, teacher assistances (TA), students, teaches, professionals and researchers using and evaluating pre-prepared animated character videos scenarios, and the study outcomes has reviewed the recent advances techniques of character animation, motion editing that enable the control of complex animations by interactively blending, improving and tuning artificial or captured motions. The goal of this work was to augment the students learning intuition by providing ways to make education and learning more interesting, useful and fun objectively, in order to improve students’ respond and understanding to any subject area through the use of animation also by producing the required high quality motion, reaction, interaction and story board to viewers of the motion. We present a variety of different evaluation to the motion quality by measuring user sensitivity, observations to any noticeable artefact, usability, usefulness etc. to derive clear useful guidelines from the results, and discuss several interesting systematic trends we have uncovered in the experimental data. We also present an efficient technique for evaluating the capability of animation influence on education to fulfil the requirements of a given scenario, along with the advantages and the effect on those deficiencies of some methods commonly used to improve animation quality to serve the learning process. Finally, we propose a wide range of extensions and statistical calculation enabled by these evaluation tools, such as Wilcoxon, F-test, T-test, Wondershare Quiz creator (WQC), Chi square and many others explained with full details.
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