Study on Animation Engine Based on Frame Chain and Woodcut
In this paper we first present our local cubic spline interpolation algorithm that will be applied to model anime character. Unlike global algorithms which need to solve the interpolation over whole control points every time a vertex is moved, our method performs a constant number of iteration that affects only a small number of control points over time. And then we provide our approach to the dynamic timeline of Anime Engine, frame chain and woodcut, and show how to apply them into our application of 2D key frame based animation. We also present our new Anime Engine system with the new kind of dynamic timeline and layers.
KeywordsAnimation engine Frame chain Woodcut
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