2004Unpublished venueRequires access

A production method of reusing existing 2D animation sequences

Fumio Sumi, M. Nakajima

Open publisher page 7 citations

Abstract

Creating an animation sequence needs tremendous work loads and talented animators to specify and control motions. But it is very popular to make completely new animation without reusing existing sequences of animation. One of the reasons is the difficulty of retargeting the motion to other models and deformation of the model shapes. If it is possible to provide a reusable technique, we can efficiently produce a new animation sequence using existing sequences. There are many research works in retargeting the motion data captured from a motion capture system, but those are almost always used for 3D computer animation and there are few works in 2D animation. Our proposed method is for the standard 2D animation production, by which we reuse motions with models. We develop techniques that extract motions from 2D character model in existing animation sequences and retarget them to other new character models using only a single frame of the new character's bitmap image.

About this research paper

What this paper is about

Creating an animation sequence needs tremendous work loads and talented animators to specify and control motions. But it is very popular to make completely new animation without reusing existing sequences of animation. One of the reasons is the difficulty of retargeting the motion to other models and deformation of the model shapes. If it is possible to provide a reusable technique, we can efficiently produce a new animation sequence using existing sequences. There are many research works in retargeting the motion data captured from a motion capture system, but those are almost always used for 3D computer animation and there are few works in 2D animation. Our proposed method is for the standard 2D animation production, by which we reuse motions with models. We develop techniques that extract motions from 2D character model in existing animation sequences and retarget them to other new character models using only a single frame of the new character's bitmap image.

Why it matters

OpenAlex reports 7 citations for this work. Citation counts describe recorded attention and do not establish research quality.

Key contribution

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Method / approach

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Available abstract

Creating an animation sequence needs tremendous work loads and talented animators to specify and control motions. But it is very popular to make completely new animation without reusing existing sequences of animation. One of the reasons is the difficulty of retargeting the motion to other models and deformation of the model shapes. If it is possible to provide a reusable technique, we can efficiently produce a new animation sequence using existing sequences. There are many research works in retargeting the motion data captured from a motion capture system, but those are almost always used for 3D computer animation and there are few works in 2D animation. Our proposed method is for the standard 2D animation production, by which we reuse motions with models. We develop techniques that extract motions from 2D character model in existing animation sequences and retarget them to other new character models using only a single frame of the new character's bitmap image.

Key concepts: Animation, Skeletal animation, Computer science, Computer animation, Retargeting, Interactive skeleton-driven simulation, Computer facial animation, Computer graphics (images)

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