Abstract
Motion capture cannot generate cartoon-style animation directly. We emulate the rubber-like exaggerations common in traditional character animation as a means of converting motion capture data into cartoon-like movement. We achieve this using trajectory-based motion exaggeration while allowing the violation of link-length constraints. We extend this technique to obtain smooth, rubber-like motion by dividing the original links into shorter sub-links and computing the positions of joints using Bézier curve interpolation and a mass-spring simulation. This method is fast enough to be used in real time.
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Kwon, J. Y., & Lee, I. K. (2008). Exaggerating character motions using sub-Joint hierarchy. Computer Graphics Forum, 27(6), 1677–1686. https://doi.org/10.1111/j.1467-8659.2008.01177.x
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