5 research outputs found
Synchronization Functions of “Mickey-Mousing” in Animation Film Rhapsody Rabbit
Synchronization between visual animation and music has been widely known as mickey-mousing. Notable old animation films have used this particular technique to reinforce action with a musical flourish and convey a certain meaning. Furthermore, animation music is commonly based on popular music, such as The Hungarian Rhapsody No.2 in Rhapsody Rabbit. The music is utilized not just as a scoring aspect but to dictate every Bugs Bunny's action when playing the piano. This research aims to study the implementation of the mickey-mousing technique in Rhapsody Rabbit film. It uses a qualitative content analysis approach to analyze visual and aural aspects—primary data is sourced from the Rhapsody Rabbit film and the Hungarian Rhapsody No. 2 music sheet. Secondary data is collected from literature studies related to the topic. Data collection is conducted through observation, interview, and documentation study. The data is analyzed using Klaus Krippendorf's content analysis technique which divided into six steps. The result of this study is that the mickey-mousing technique is implemented through a combination of a fast pace of visual and musical play altogether. Animation adapts to several parts of the musical composition so that articulation, illustration, and accentuation occur as a function of the mickey-mousing technique
A multi scale motion saliency method for keyframe extraction from motion capture sequences
Ankara : The Department of Computer Engineering and the Institute of Engineering and Science of Bilkent University, 2010.Thesis (Master's) -- Bilkent University, 2010.Includes bibliographical references leaves 47-50.Motion capture is an increasingly popular animation technique; however data acquired
by motion capture can become substantial. This makes it di cult to use
motion capture data in a number of applications, such as motion editing, motion
understanding, automatic motion summarization, motion thumbnail generation,
or motion database search and retrieval. To overcome this limitation, we propose
an automatic approach to extract keyframes from a motion capture sequence.
We treat the input sequence as motion curves, and obtain the most salient parts
of these curves using a new proposed metric, called 'motion saliency'. We select
the curves to be analyzed by a dimension reduction technique, Principal Component
Analysis. We then apply frame reduction techniques to extract the most
important frames as keyframes of the motion. With this approach, around 8% of
the frames are selected to be keyframes for motion capture sequences. We have
quanti ed our results both mathematically and through user tests.Halit, CihanM.S
Animasi gerakan exaggeration pukulan tinju berbasis pendekatan kurva bezier
Pukulan dapat digunakan sebagai objek gerak yang ditangkap dengan motion
capture (mocap). Gerakan tersebut banyak di temukan pada olahraga tinju. Data mocap
berisi informasi titik-titik koordinat yang mewakili rangka manusia. Titik-titik
koordinat tersebut ketika disusun berdasarkan perubahan waktu akan membentuk
lintasan gerakan. Gerakan exaggeration merupakan salah satu prinsip animasi 2D yang
melebih-lebihkan gerakan. Prinsip ini tidak dapat secara langsung diaplikasikan ke
dalam animasi 3D berbasis mocap. Karena membutuhkan pengambilan data yang
berulang-ulang.
Pada penelitian ini, data mocap dimodifikasi dengan menggunakan rotasi
matriks. Modifikasi ini menghasilkan data mocap baru. Animasi gerakan pada data
tersebut terlihat exaggeration dan tidak alami. Untuk mengembalikan kealamian
gerakan tersebut maka digunakan metode interpolasi yaitu kurva linear bezier dan
kurva kuadratik bezier.
Hasil percobaan diujikan dengan menggunakan kuesioner kepada 35
responden. Pengujian tersebut yaitu hasil rotasi 15 terhadap sumbu X pada pukulan
Cross, responden memilih “Sangat Setuju” sebesar 60,5%. Rotasi 15 terhadap sumbu
X pada pukulan Uppercut, responden memilih “Sangat Setuju” sebesar 28,9%. Rotasi
60 terhadap sumbu X pada pukulan Jab, responden memilih “Sangat Setuju” sebesar
68,4%. Rotasi 15 terhadap sumbu X pada pukulan Hook, responden memilih “Sangat
Setuju” sebesar 54,1%.
==============================================================================================
Punch can be used as an object motion captured. The movements are found in
the boxing. Mocap data contains information coordinate points representing the human
frame. The coordinate points when compiled based on time will form the trajectory of
movement. Exaggeration is one of the principles of 2D animation. This principle can
not be directly applied to the 3D animation based mocap. Because it need a data record
repeatedly. In this study, we modified data mocap by using the rotation matrix. These
resulted make new data mocap. When data motion generated, movement that
animation looks exaggeration and unnatural. To restore the naturalness of the
movement then used interpolation. That method is linear bezier curves and quadratic
bezier curves.
Results of the experiment was tested by using questionnaires to 35
respondents. The testing is the result of 15 to the axis of rotation X on a punch Cross,
respondents chose "Strongly Agree" amounted to 60.5%. 15 to the axis of rotation X
on a punch Uppercut, respondents chose "Strongly Agree" amounted to 28.9%. 60 to
the axis of rotation X on a punch Jab, respondents chose "Strongly Agree" amounted
to 68.4%. 15 to the axis of rotation X on a punch Hook, respondents chose "Strongly
Agree" amounted to 54.1%