Motion cycles play an important role in animation production and game development. However, creating motion cycles relies on general-purpose animation packages with complex interfaces that require expert training. Our work explores the speci c challenges of motion cycle authoring and provides a system simple enough for novice animators while maintaining the flexibility of control demanded by experts. Due to their cyclic nature, we show that performance animation provides a natural interface for motion cycle speci cation. Our system allows the user to act several loops of motion using a variety of capture devices and automatically extracts a looping cycle from this potentially noisy input. Motion cycles for di erent character components can be authored in a layered fashion, or our method supports cycle extraction from higher-dimensional data for capture devices that deliver many degrees of freedom. After capture, a custom curve representation and manipulation tool allows the user to coordinate and control spatial and temporal transformations from a single viewport. Ground and other planar contacts are speci ed with a single sketched line that adjusts a curve's position and timing to establish non-slipping contact. We evaluate the e ectiveness of our work through tests with both novice and expert users and show a variety of animated motion cycles created with our system.
BibTeX
@inproceedings {3099564.3099570, booktitle = {Eurographics/ ACM SIGGRAPH Symposium on Computer Animation}, editor = {Bernhard Thomaszewski and KangKang Yin and Rahul Narain}, title = {{Authoring Motion Cycles}}, author = {Ciccone, Loïc and Guay, Martin and Nitti, Maurizio and Sumner, Robert W.}, year = {2017}, publisher = {ACM}, ISSN = {1727-5288}, ISBN = {978-1-4503-5091-4}, DOI = {10.1145/3099564.3099570} }