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Cartoon Motion and Deformation of Skeletons Ting Ting Wu Advisor – Nancy Pollard
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Background/Motivation Which looks more interesting?
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Background/Motivation Most people pick this one - Anticipation and Follow-through - Stretch and Squash
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2 Ways to Apply Stretch and Squash - posture - body parts/limbs (PowerPoint didn’t like video clip…)
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Stretch and Squash in 3D - used extensive for postures - hardly used at all for limbs
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Stretch and Squash in 3D - used extensive for postures - hardly used at all for limbs well… one notable exception
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Stretch and Squash in 3D - used extensive for postures - hardly used at all for limbs
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Goal Add “cartoony-ness” into motion-captured data or key-framed data
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Goal Add “cartoony-ness” into motion-captured data or key-framed data 2 Ways to approach this - using a physical system to model skeleton deformations + get different deformations by changing a few intuitive variables (mass, springyness) - using a filter that only looks at motion curves + more aligned with original 2D animation methods (?)
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Physical System - Initial Steps -Rotoscoped Mickey’s walk in Maya -Motion-captured an actor mimicking Mickey’s walk (videos…)
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Bone Lengths Here are the main bones that change lengths to contribute to expression.
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Bone Lengths Here are the main bones that change lengths to contribute to expression. Mass at thorax Anchor at upperback Mass at root
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Variables Each spring abides by this equation. f = m*a = -k*d – b*v Where d = length – spring’s rest length k = spring stiffness coefficient b = damping coefficient length
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Cartoon Motion and Deformation of Skeletons Ting Ting Wu Advisor – Nancy Pollard
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Background/Motivation Which looks more interesting?
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Background/Motivation Most people pick this one - Anticipation and Follow-through - Stretch and Squash
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2 Ways to Apply Stretch and Squash - posture - body parts/limbs (PowerPoint didn’t like video clip…)
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Stretch and Squash in 3D - used extensive for postures - hardly used at all for limbs
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Stretch and Squash in 3D - used extensive for postures - hardly used at all for limbs well… one notable exception
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Stretch and Squash in 3D - used extensive for postures - hardly used at all for limbs
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Goal Add “cartoony-ness” into motion-captured data or key-framed data
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Goal Add “cartoony-ness” into motion-captured data or key-framed data 2 Ways to approach this - using a physical system to model skeleton deformations + get different deformations by changing a few intuitive variables (mass, springyness) - using a filter that only looks at motion curves + more aligned with original 2D animation methods (?)
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Physical System - Initial Steps -Rotoscoped Mickey’s walk in Maya -Motion-captured an actor mimicking Mickey’s walk (videos…)
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Bone Lengths Here are the main bones that change lengths to contribute to expression.
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Bone Lengths Here are the main bones that change lengths to contribute to expression. Mass at thorax Anchor at upperback Mass at root
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Variables Each spring abides by this equation. f = m*a = -k*d – b*v Where d = length – spring’s rest length k = spring stiffness coefficient b = damping coefficient length
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Variables Each spring abides by this equation. f = m*a = -k*d – b*v Multiple Linear Regression to get k and b! Should contain the “springyness” of Mickey’s walk. Ideally, this should allow us to transfer the same kind of stretching and squashing to another moving skeleton. length
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Some of the Data Plots of d
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Some of the Data Plots of force acting on spring
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