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[Fio04]  A 2.5D Modelling and Animation Framework Supporting Computer Assisted Traditional Animation

DiFiore:2004:2MA (PhD thesis)
Author(s)Fiore F.D.
Title« A 2.5D Modelling and Animation Framework Supporting Computer Assisted Traditional Animation »
SchoolSchool of Information Technology, Transnational University of Limburg
Year2004
AddressBelgium
URLhttp://research.edm.uhasselt.be/~fdifiore/research/PhD/

Abstract
Traditionally, 2D animation production has been a labour-intensive artisan process of building up sequences of drawn images by hand which, when shown one after the other at a fixed rate, resemble a movement. Most work and hence time is spent on drawing, inking and colouring the individual animated characters for each of the frames. Existing computer assisted animation already has a huge impact on traditional animation. However, the most time-consuming and labour-intensive aspect — in-betweening — is not well enough computerised that it could be (completely) performed by the computer and thus replacing traditional animation. Moreover, there is also a legitimate concern that the extensive computerisation will remove much of the creative aspects of the process. This dissertation introduces a new method for automatic in-betweening in computer assisted traditional animation. The solution is based on novel 2.5D modelling and animation techniques within the context of a multi-level approach, starting with basic 2D drawing primitives at level 0, over explicit 2.5D modelling structures at level 1 and inclusion of 3D information at level 2, to high-level tools at level 3. Similar to the 3D animation process, our method also distinguishes clearly between a modelling and an animation phase. Next to automatically calculating in-between frames, we particularly focus on reintroducing necessary 3D information — which is only present in the animator’s mind — in order to preserve volumes and proportions, and to prevent temporal aliasing. We also present new techniques and tools to draw, manipulate and animate (stylised brush) strokes, in order to preserve the natural way of drawing and editing, and to give the animator the same freedom of exaggeration to create animations as s/he is bearing in mind. Furthermore, we describe a novel approach to design artistic and believable trees in a cartoon-like style, and an extension of this approach to the more turbulent movements of a series of gaseous phenomena. We believe that the provided solutions are easy to use, and empower a much quicker cartoon production without hampering the artists’ creativity.

BibTeX code
@phdthesis{DiFiore:2004:2MA,
  month = jun,
  optwww = {},
  author = {Fabian {Di Fiore}},
  optkey = {},
  optannote = {},
  opttype = {},
  url = {http://research.edm.uhasselt.be/~fdifiore/research/PhD/},
  title = {{A} {2.5D} {M}odelling and {A}nimation {F}ramework {S}upporting
           {C}omputer {A}ssisted {T}raditional {A}nimation},
  abstract = {Traditionally, 2D animation production has been a labour-intensive
              artisan process of building up sequences of drawn images by hand
              which, when shown one after the other at a fixed rate, resemble a
              movement. Most work and hence time is spent on drawing, inking and
              colouring the individual animated characters for each of the
              frames. Existing computer assisted animation already has a huge
              impact on traditional animation. However, the most time-consuming
              and labour-intensive aspect — in-betweening — is not well enough
              computerised that it could be (completely) performed by the
              computer and thus replacing traditional animation. Moreover, there
              is also a legitimate concern that the extensive computerisation
              will remove much of the creative aspects of the process. This
              dissertation introduces a new method for automatic in-betweening
              in computer assisted traditional animation. The solution is based
              on novel 2.5D modelling and animation techniques within the
              context of a multi-level approach, starting with basic 2D drawing
              primitives at level 0, over explicit 2.5D modelling structures at
              level 1 and inclusion of 3D information at level 2, to high-level
              tools at level 3. Similar to the 3D animation process, our method
              also distinguishes clearly between a modelling and an animation
              phase. Next to automatically calculating in-between frames, we
              particularly focus on reintroducing necessary 3D information —
              which is only present in the animator’s mind — in order to
              preserve volumes and proportions, and to prevent temporal
              aliasing. We also present new techniques and tools to draw,
              manipulate and animate (stylised brush) strokes, in order to
              preserve the natural way of drawing and editing, and to give the
              animator the same freedom of exaggeration to create animations as
              s/he is bearing in mind. Furthermore, we describe a novel approach
              to design artistic and believable trees in a cartoon-like style,
              and an extension of this approach to the more turbulent movements
              of a series of gaseous phenomena. We believe that the provided
              solutions are easy to use, and empower a much quicker cartoon
              production without hampering the artists’ creativity.},
  school = {School of Information Technology, Transnational University of
            Limburg},
  address = {Belgium},
  localfile = {papers/DiFiore.2004.2MA.pdf},
  year = {2004},
}

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