Authoring Motion Cycles

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Date
2017
Journal Title
Journal ISSN
Volume Title
Publisher
ACM
Abstract
Motion cycles play an important role in animation production and game development. However, creating motion cycles relies on general-purpose animation packages with complex interfaces that require expert training. Our work explores the speci c challenges of motion cycle authoring and provides a system simple enough for novice animators while maintaining the flexibility of control demanded by experts. Due to their cyclic nature, we show that performance animation provides a natural interface for motion cycle speci cation. Our system allows the user to act several loops of motion using a variety of capture devices and automatically extracts a looping cycle from this potentially noisy input. Motion cycles for di erent character components can be authored in a layered fashion, or our method supports cycle extraction from higher-dimensional data for capture devices that deliver many degrees of freedom. After capture, a custom curve representation and manipulation tool allows the user to coordinate and control spatial and temporal transformations from a single viewport. Ground and other planar contacts are speci ed with a single sketched line that adjusts a curve's position and timing to establish non-slipping contact. We evaluate the e ectiveness of our work through tests with both novice and expert users and show a variety of animated motion cycles created with our system.
Description

        
@inproceedings{
10.1145:3099564.3099570
, booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation
}, editor = {
Bernhard Thomaszewski and KangKang Yin and Rahul Narain
}, title = {{
Authoring Motion Cycles
}}, author = {
Ciccone, Loïc
and
Guay, Martin
and
Nitti, Maurizio
and
Sumner, Robert W.
}, year = {
2017
}, publisher = {
ACM
}, ISSN = {
1727-5288
}, ISBN = {
978-1-4503-5091-4
}, DOI = {
10.1145/3099564.3099570
} }
Citation