3D Character Animation Reusability 2004

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Martin Hash
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3D Character Animation Reusability 2004

Post by Martin Hash » Sat Apr 17, 2010 2:49 pm

Abstract

High-quality 3D character animation is limited by the artistic talent required to create it. This paper outlines a technical canon of abstractions that allow artistic talent to be saved and reused, called animation reusability, which include: ”actions”, “poses”, ”constraints”, and “relationships”. The design of these abstractions allow a small number of concepts to convey a tremendous amount of intrinsic information, so that casual animators can create what they want without requiring an enormous amount of talent and specialized learning.

Keywords: character animation, reusability

1 Introduction

Studio-produced 3D animation must attract the most artistically talented people. Since they are often closely assisted by programming professionals, called technical directors, the toolset in those environments is designed to extract every drop of the artist’s immense talent. This is exactly the opposite situation for the casual 3D user, for whom talent, training, and technical assistance is often limited. For the casual user, it cannot be overstated how talent must be supplied by the application, if any animation is to be produced at all. This difference in focus, supplying talent verses exploiting talent, is the goal of this research.

Story creators, rather than being expert animation draftsman, instead become proficient in modifying existing libraries of motion for their own purposes. This in no way inhibits or lessens the ability of the original, talented animator to create movement from its inception, it is just that the result has more, far-reaching utility.

2 Reusable Motion
3D character animation reusability Ken.doc
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