Abstract
Traditional animators often criticise 3-D computer-generated animation for the stilted way objects move. Computer-generated objects or characters tend to lack the subtleties in motion seen in traditional animation. Characters do not have to be humanoid; objects can be given character, such as the brooms in the Sorcerer’s Apprentice sequence from Disney’s Fantasia. In other words, they are anthropomorphic. The motion of such objects is controlled to a fine degree to characterise their movement. Characters tend to bend as they move. At times, they must conform to their surroundings: a figure sitting in a chair is an example, or flowing water. In computer animation, popular modelling techniques such as polygon meshes or spline patches do not lend themselves to the manufacture of objects which can be given this type of motion.
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© 1989 Springer-Verlag New York Inc.
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Wyvill, B., Wyvill, G. (1989). Using Soft Objects in Computer-Generated Character Animation. In: Lansdown, J., Earnshaw, R.A. (eds) Computers in Art, Design and Animation. Springer, New York, NY. https://doi.org/10.1007/978-1-4612-4538-4_23
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DOI: https://doi.org/10.1007/978-1-4612-4538-4_23
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