The most popular approach to character animation is keyframing, where the designer manually specifies the pose of a character as a discrete set of frames (keyframes) and the computer synthesizes the poses in the remaining frames. However, novice users have difficulty in creating fluid motion using this approach and it is very labor-intensive work. Other approaches such as motion capture and physically based simulation are available, but they are expensive to use and are not suitable for designing expressive imaginary motions. Furthermore, motion capture is mainly designed for human figures and is not directly applicable to imaginary characters.
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