• DocumentCode
    3457681
  • Title

    Keyframe animation and motion capture for creating animation: a survey and perception from industry people

  • Author

    Izani, Mohd ; Aishah ; Eshaq, Ahmad Rafi ; Norzaiha

  • Author_Institution
    Fac. of Creative Multimedia, Multimedia Univ., Malaysia
  • fYear
    2003
  • fDate
    25-26 Aug. 2003
  • Firstpage
    154
  • Lastpage
    159
  • Abstract
    The history of animation is generally referred to early production of traditional animation. It has begun in the early 1900. "Animation is the essence of animation" as explained by Halas (1991). It is a series of images that appear to be in motion. It can be either traditional animation or computer animation. In addition, Greenberg (1997) explains "Animation is a deliberately interpreted "illusion of life". It has been practiced for the last 70 years in both drawn and stop motion animation, and as such, is not an attempt to mimic human and animal life exactly" Traditionally animation is produced by drawing illusion of movement created by photographing a series of individual drawings on successive frames on film. Gleicher (1999), explains "Animation is a uniquely expressive art form: it provides the creator with control over both the appearance and the movement of characters and objects. This gives artists tremendous freedom, which when well used, can create works with tremendous impact." According to the historical timeline, many forms of animation have been introduced. This includes cel animation, clay animation, stop frame animation, three dimensional (3D) computer animation and virtual reality. With the rapid growth of this industry various types of techniques, methodologies and computer technologies have been developed, for instance keyframe animation, non-linear animation, motion capture, procedural animation and etc. This research discusses about producing animation by using two methods: motion capture and keyframe animation. Throughout this, the author covers some feedback from the respondents about the priority of using these both methods. It also highlights the pros and cons of these two approaches.
  • Keywords
    computer animation; image motion analysis; virtual reality; animal life; cel animation; clay animation; drawing illusion; keyframe animation creation; motion capture; nonlinear animation; procedural animation; stop frame animation; three-dimensional computer animation; Aerospace simulation; Animation; Computational modeling; Computer graphics; Computer industry; Data analysis; Humans; Internet; Motion control; Visual system;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Research and Development, 2003. SCORED 2003. Proceedings. Student Conference on
  • Print_ISBN
    0-7803-8173-4
  • Type

    conf

  • DOI
    10.1109/SCORED.2003.1459684
  • Filename
    1459684