Analysis and Adaptation for Exaggeration Types of Animation Motion

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  • アニメーションにおける動きの種類分析と誇張表現の適応手法
  • アニメーション ニ オケル ウゴキ ノ シュルイ ブンセキ ト コチョウ ヒョウゲン ノ テキオウ シュホウ

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Abstract

In the past, animation production work was labor-intensive. The main goal of this research is to increase the efficiency of computer-aided animation work, resulting in improved picture quality. Up to this point, we have researched the various basic elements of Japanese-style animation. Japanese-style animation was made possible by 3DCG and motion capture systems. This research shows the main problems we have worked on so far and the differences of how audiences respond to physical motion capture data and two-dimensional cel animation (the real and reality problem). One problem is the technique, or adaptation quantity, of exaggeration in animation to improve the reality of the image. The techniques are included in the application range of exaggeration in the animation (motion filter technology). Another problem is the improvement of the quality and flexibility of current toon-shading. The purpose of this paper is to select and classify the groups and movement obtained by motion capture (we decide the extent and method of exaggeration in the motion of each group), and to determine the method to be applied to Japanese-style two-dimensional cel animation.

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