Expressing animated performances through puppeteering
Takaaki Shiratori | Moshe Mahler | Warren Trezevant | Jessica Hodgins |
2013 IEEE Symposium on 3D User Interfaces (3DUI) (September 5, 2013)
![teaser](http://graphics.cs.cmu.edu/wp/wp-content/uploads/2017/11/6550198-fig-1-large.gif)
An essential form of communication between the director and the animators early in the animation pipeline is rough cut at the motion (a blocked-in animation). This version of the character's performance allows the director and animators to discuss how the character will play his/her role in each scene. However, blocked-in animation is also quite time consuming to construct, with short scenes requiring many hours of preparation between presentations. In this paper, we present a puppeteering interface for creating blocked-in motion for characters and various simulation effects more quickly than is possible in a keyframing interface. The animator manipulates one of a set of tracked objects in a motion capture system to control a few degrees of freedom of the character on each take. We explore the design space for the 3D puppeteering interface with a set of seven professional animators using a “think-aloud” protocol. We present a number of animations that they created and compare the time required to create similar animations in our 3D user interface and a commercial keyframing interface.
Takaaki Shiratori, Moshe Mahler, Warren Trezevant, Jessica Hodgins (September 5, 2013). Expressing animated performances through puppeteering. 2013 IEEE Symposium on 3D User Interfaces (3DUI).
@article{Hodgins:2017:DOE,
author={Takaaki Shiratori, Moshe Mahler, Warren Trezevant, Jessica Hodgins},
title={Expressing animated performances through puppeteering},
journal={2013 IEEE Symposium on 3D User Interfaces (3DUI)},
year={September 5, 2013},