gesture animation
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2019 ◽  
Vol 54 (3) ◽  
Author(s):  
Joko Sutopo ◽  
Mohd Khanapi Abd Ghani ◽  
M.A. Burhanuddin ◽  
Hafizd Ardiansyah ◽  
Mazin Abed Mohammed

Animation is a collection of frames that express a motion activity. The animation consists of actors, characters and performance components that present a story — one of the technologies in making an animation with motion capture. The results of catching motion in the form of motion record data are then synchronised to animated characters. However, the problem is that there are difficulties in synchronising animated characters with the results of catching motion so that the motion can be more subtle. On capture, this motion uses Kinect as a motion capture sensor for actors. The results of this capture then become motion data. The synchronisation of motion data from the motion capture results with Kinect then adjusts the joint body character points, frames, time with three-dimensional (3D) animated characters according to the flow of character actors. This synchronisation is adjusted to the recording of character movements starting from the motion of humans, animals and objects that invite motion activity with motion capture methods both marked and without markers. In making 3D, there are models of giving a body or bone frame (rigging) after giving the body frames is done by giving visual effects, lighting, rendering, and compositing. Rigging is the installation of bones to characters used to place and manipulate animated controls on characters that will be animated to produce the desired gesture. Animation synchronisation is to create animated characters manually; the file is used for. The synchronisation is Biovision Hierarchy (BVH) with gesture giving movement without having to save the keyboard in every animation movement manually.


2018 ◽  
Vol 6 (5) ◽  
pp. 773-779
Author(s):  
Bidit Hazarika ◽  
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Author(s):  
Kenan Kasarci ◽  
Elif Bozkurt ◽  
Yucel Yemez ◽  
Engin Erzin
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