ABSTRACT
Traditional hand animation is in many cases superior to simulated motion for conveying information about character and events. Much of this superiority comes from an animator's ability to abstract motion and play to human perceptual effects. However, experienced animators are difficult to come by and the resulting motion is typically not interactive. On the other hand, procedural models for generating motion, such as physical simulation, can create motion on the fly but are poor at stylizing movement. We start to bridge this gap with a technique that creates cartoon style deformations automatically while preserving desirable qualities of the object's appearance and motion. Our method is focused on squash-and-stretch deformations based on the velocity and collision parameters of the object, making it suitable for procedural animation systems. The user has direct control of the object's motion through a set of simple parameters that drive specific features of the motion, such as the degree of squash and stretch. We demonstrate our approach with examples from our prototype system.
- BARR, A. H. 1984. Global and local deformations of solid primitives. In Computer Graphics (Proceedings of SIGGRAPH 84), ACM SIGGRAPH, 21-30. Google ScholarDigital Library
- BARZEL, R., HUGHES, J. F., AND WOOD, D. N. 1996. Plausible motion simulation for computer graphics animation. In Computer Animation and Simulation '96, Eurographics, 184-197. Proceedings of the Eurographics Workshop in Poitiers, France, August 31-September 1, 1996. Google ScholarDigital Library
- CAMPBELL, N., DALTON, C., AND MULLER, H. 2000. 4d swathing to automatically inject character into animations. In SIGGRAPH 2000 Conference Abstracts and Applications, ACM SIGGRAPH, 174. Technical sketch.Google Scholar
- FALOUTSOS, P., VAN DE PANNE, M., AND TERZOPOULOS, D. 1997. Dynamic free-form deformations for animation synthesis. IEEE Transactions on Visualization and Computer Graphics 3, 3 (July - September), 201-214. Google ScholarDigital Library
- GOOCH, A., GOOCH, B., SHIRLEY, P., AND COHEN, E. 1998. A non-photorealistic lighting model for automatic technical illustration. In Computer Graphics, Proceedings of SIGGRAPH 98, ACM SIGGRAPH, 447-452. Google ScholarDigital Library
- LASSETER, J. 1987. Principles of traditional animation applied to 3D computer animation. In Computer Graphics: SIGGRAPH '87 Conference Proceedings, ACM SIGGRAPH, 35-44. Google ScholarDigital Library
- METAXAS, D., AND TERZOPOULOS, D. 1992. Dynamic deformation of solid primitives with constraints. In Computer Graphics: Proceedings of SIGGRAPH 92, ACM SIGGRAPH, 309-312. Google ScholarDigital Library
- MIRTICH, B. 1998. V-clip: Fast and robust polyhedral collision detection. ACM Transactions on Graphics 17, 3, 177-208. Google ScholarDigital Library
- MOORE, M., AND WILHELMS, J. 1988. Collision detection and response for computer animation. In Computer Graphics, vol. 22(4), ACM SIGGRAPH, 289-298. Google ScholarDigital Library
- OPALACH, A., AND MADDOCK, S. 1994. Disney effects using implicit surfaces. In Proceedings of the Fifth Eurographics Workshop on Animation and Simulation, Eurographics.Google Scholar
- O'SULLIVAN, C., AND DINGLIANA, J. 2001. Collisions and perceptions. ACM Transactions on Graphics 20, 3 (July), 151-168. Google ScholarDigital Library
- PLATINUM PICTURES MULTIMEDIA INC., 2000. Motion pack plug-in. Computer program.Google Scholar
- RADEMACHER, P. 1999. View-dependent geometry. In Computer Graphics: Proceedings of SIGGRAPH 99, ACM SIGGRAPH, 439-446. Google ScholarDigital Library
- WYVILL, B. 1997. Animation and special effects. In Introduction to Implicit Surfaces, J. Bloomenthal, Ed. Morgan Kaufmann, ch. 8, 242-269.Google Scholar
Index Terms
- Simulating cartoon style animation
Recommendations
Space-time sketching of character animation
We present a space-time abstraction for the sketch-based design of character animation. It allows animators to draft a full coordinated motion using a single stroke called the space-time curve (STC). From the STC we compute a dynamic line of action (...
Reusing view-dependent animation
In this paper we present techniques for reusing view-dependent animation. First, we provide a framework for representing view-dependent animations. We formulate the concept of a view space, which is the space formed by the key views and their associated ...
The Squash-and-Stretch Stylization for Character Motions
The squash-and-stretch describes the rigidity of the character. This effect is the most important technique in traditional cartoon animation. In this paper, we introduce a method that applies the squash-and-stretch effect to character motion. Our method ...
Comments