Evaluating 3D Skeletal Animation Assistance Software

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3D skeletal animation is widely used in video game, film, and television production to create both stylised and realistic character animation. Various techniques have been developed for assisting animators in creating these animations using methods such as physics simulation and machine learning. However, little structured research has been done into how end users perceive animations produced using these different technologies despite the fact that widely used algorithmic evaluation methods based on similarity of animations have been shown to not correlate with human perception. This thesis presents a methodology for assessing animation techniques by a process of degrading complete high quality animations by removing non-essential inbetween frames and then adding back detail into the animations using publicly available commercial animation assistance software Cascadeur. An approximate measure of the amount of information required to define each animation is also presented for considering the labour required for the different animation methods. As part of the thesis, the different animation variations were shown to a sample of 43 survey participants both in individual rating questions and comparison questions between two variations of the same animation. The results show that both individual rating and comparison questions produced consistent and statistically significant results that both assistance methods are capable of improving animation quality, suggesting the applicability of both surveying methods.

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