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1 Introduction
In this work, we describe a new and simple approach to re-use
skeleton of animation with joint-based Laplacian-type regularization,
in the context of exaggerated skeleton-based character animation.
Despite decades of research, interactive character animations
still have a lack of flexibility and editability in order to re-use real
vertebral motion. In further details, generation of expressive cartoon
animation from real data, is a challenging key task for nonphotorealistic
animation. Hence, a major problem for artists in production
is to enhance the expressiveness of classical motion clips
by direct manipulation of the underlying skeletal structure. Relatively
small number of researchers present their approach for processing
cartoon effects on motion data in [Kwon and Lee 2007;
Davis and Kannappan 2002; Bregler et al. 2002]. However existing
techniques often avoid dealing with the potential of skeletal-based
optimization, while preserving the joint coherence and connectivity.
Besides, the majority of characters in cartoons have the flexibility
to stretch to extreme positions and squash to astounding shapes. It
can also be noticed that squash-and-stretch is easier to realize in
traditional animation rather than mocap-based computer generated
animation. For this reason, Ratatouille a Pixar
R movie, did not use
a rigid skeleton, while abandoning motion capture to reach such essential
non-ultra realistic appeal.
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