Traditionally animation is produced ' by drawing illusion of movement created by photographing a series o f individual drawings on successive frames on film. Greenberg [l], explains "Animation is a deliberately interpreted "illusion of l$e. " It has, been practiced for the last 70 years in both drawn nnd stop -motion animation, and as such, is not an attempt to mimic human and animal life exactk." According to the historical timehe, there are many forms of animation that have been introduced. This includes cel animation, clay animation, stop frame animation, three dimensional (3D) computer animation and virtual reality. With the rapid growth of this industry, various types of techniques, methodologies and computer technologies have been developed, for instance the keyframe animation, non-linear animation, motion capture, procedural animation and etc. Generally there are two popular methods in producing computer animation; keyframe animation and motion capture. Both have their own adherents. The authors believe that this research is important to reveal the actual process and its advantageddisadvantages for animation production. The findings and discussions would be useful for production guidehes, especially in making decision to choose the right method.
This paper is an extension from the previous paper entitled "Keyframe animation and motion capture for creating animation". In order to observe, analyse and compare the results between these two methods namely motion capture and keyframe animation, the zuthor attempts an experiment. This experiment is mainly divided into two sub-objects: Motion capture and keyframe. Each sub-object consists of three modules namely: walking, running and jumping. A set of comparative results will be provided at the end of these experiments.
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