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Journal ArticleDOI

Hair motion cloning from cartoon animation sequences

TLDR
A new approach to create cartoon hair animation that allows users to use existing cel character animation sequences and reuse existing cartoon sequences as input to endow another character with environmental elements as if both characters exist in the same scene.
Abstract
This paper describes a new approach to create cartoon hair animation that allows users to use existing cel character animation sequences. We demonstrate the generation of cartoon hair animation accentuated in ‘anime-like’ motions. The novelty of this method is that users can choose the existing cel animation of a character's hair animation and apply environmental elements such as wind to other characters with a three-dimensional structure. In fact, users can reuse existing cartoon sequences as input to endow another character with environmental elements as if both characters exist in the same scene. A three-dimensional character's hair motions are created based on hair motions from input cartoon animation sequences. First, users extract hair shapes at each frame from input sequences from which they then construct physical equations. ‘Anime-like’ hair motion is created by using these physical equations. Copyright © 2006 John Wiley & Sons, Ltd.

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Citations
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Proceedings Article

Tweakable Shadows for Cartoon Animation

TL;DR: This paper proposes a novel method for editing the shadow with both advantages of hand drawn animation and 3DCG technology, and enables animators to edit the shadow by simple mouse operations.
Proceedings ArticleDOI

Simulation-based in-between creation for CACAni system

TL;DR: An in-between creation method, specialized for hair based on dynamic simulation, which does not need any 3D character model, which can directly utilize the hand-drawn key-frames which are drawn by animators in CACAni (Computer-Ass Cel Animation) system.
Proceedings ArticleDOI

A Simple Method to Animate Vegetation in Images Using Simulation-Guided Grid-Based Warping

TL;DR: The proposed method enables users to interactively animate vegetation in real-time and produce natural-looking output motions comparable with real cartoons, suitable for simulating vegetation-wind interaction for a dense vegetation field which exhibit non-rigid property.
Proceedings Article

Directable and stylized hair simulation

TL;DR: This paper proposes the use of External Force Field (EFF) to construct hair motion using a motion capture system and develops a system for editing the hair motion obtained using this process and applies this system to produce creator-oriented hair animation.
Dissertation

Computer-assisted animation creation techniques for hair animation and shade, highlight, and shadow

英嗣 杉崎
TL;DR: It is suggested that the manuscript should be rewritten in a chapters-by- chapters format to facilitate more detailed discussion of the background work and its implications.
References
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Proceedings ArticleDOI

A practical model for hair mutual interactions

TL;DR: A dynamic model for hair-hair interactions is proposed based on a sparse set of guide strands that can be generated and removed on the fly to dynamically control the accuracy of a simulation.
Proceedings ArticleDOI

Modelling and animating cartoon hair with NURBS surfaces

TL;DR: This paper presents a technique for the modelling and animation of cartoon hair, in which the primary shape and motion of the hair is defined by an animated NURBS volume, along whose surface are generated clumps of hair geometry.
Proceedings Article

Sketchy hairstyles

TL;DR: An intuitive, interactive modeling and rendering system for creating non-photorealistic hairstyle images that allows the user to generate his/her desired hairstyle simply by drawing a few free-form strokes on the 3D model of a scalp.
Proceedings Article

Simulation-based cartoon hair animation

TL;DR: A new hybrid technique for cartoon hair animation is described, one that allows the animators to create attractive and controllable hair animations without having to draw everything by hand except a sparse set of key frames.
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