Authoring Motion Cycles

 

Our system allows the user to act several loops of motion using a variety of capture devices and automatically extracts a looping cycle from this potentially noisy input.

July 21, 2017
IEEE Conference on Computer Vision and Pattern Recognition (CVPR) 2017

 

Authors

Loic Ciccone (ETH Zurich)

Martin Guay (Disney Research)

Maurizio Nitti (Disney Research)

Robert W. Sumner (Disney Research)

Authoring Motion Cycles

Abstract

Motion cycles play an important role in animation production and game development. However, creating motion cycles relies on general-purpose animation packages with complex interfaces that require expert training. Our work explores the specific challenges of motion cycle authoring and provides a system simple enough for novice animators while maintaining the flexibility of control demanded by experts. Due to their cyclic nature, we show that performance animation provides a natural interface for motion cycle specification. Our system allows the user to act several loops of motion using a variety of capture devices and automatically extracts a looping cycle from this potentially noisy input. Motion cycles for different character components can be authored in a layered fashion, or our method supports cycle extraction from higher-dimensional data for capture devices that deliver many degrees of freedom. After capture, a custom curve representation and manipulation tool allows the user to coordinate and control spatial and temporal transformations from a single viewport. Ground and other planar contacts are specified with a single sketched line that adjusts a curve’s position and timing to establish non-slipping contact. We evaluate the effectiveness of our work through tests with both novice and expert users and show a variety of animated motion cycles created with our system.

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