2D animation is a common factor in game development, used for characters, effects and background art. It involves work that takes both skill and time, but parts of which are repetitive and tedious. Automated animation approaches exist, but are designed without animators in mind. The focus is heavily on real-life video, which follows strict laws of how objects move, and does not account for the stylistic movement often present in 2D animation. We propose a problem formulation that more closely adheres to the standard workflow of animation. We also demonstrate a model, SketchBetween, which learns to map between keyframes and sketched in-betweens to rendered sprite animations. We demonstrate that our problem formulation provides the required information for the task and that our model outperforms an existing method.
翻译:2D 动画是游戏发展的一个常见因素,用于字符、效果和背景艺术。它涉及既需要技能和时间的工作,但其中部分是重复和乏味的。自动动画方法存在,但设计时没有动画器。重点主要放在真实的视频上,它遵循严格的物体移动法则,没有考虑到2D 动画中经常出现的文体运动。我们提出了一个更贴近动画标准工作流程的问题配方。我们还展示了一个模型,即StrachBetween,它学会在关键框架之间绘制地图,并绘制图案,以制作图案动画。我们证明我们的问题配方提供了任务所需的信息,而且我们的模型超越了一种现有方法。