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AI-assisted Character Animation Project

1. Project Overview

This project explores the integration of generative AI models (e.g., ChatGPT, Midjourney, DALL·E) with traditional computer graphics pipelines to automatically create 2D character animations. By combining image generation, skeleton estimation, mesh generation, and as-rigid-as-possible deformation, we demonstrate a mixed-reality workflow that turns static drawings into dynamic animations.

2. Assets and Data

  • Character Images: Generated via DALL·E prompts or provided by users.
  • Pretrained Models: Used for segmentation mask prediction and joint estimation in the Animated Drawings pipeline.

3. Methodology and Pipeline

The animation pipeline consists of the following stages:

  1. Image Generation & Preprocessing

    • Use DALL·E (or Midjourney) to produce character artwork.
    • Obtain a segmentation mask and joint positions via a pretrained Animated Drawings model.
  2. Mesh Construction

    • Sample boundary points with Poisson Disk Sampling.
    • Perform Delaunay triangulation to generate a 2D mesh.
  3. Texture Mapping

    • Project the original character artwork onto the mesh as a texture layer.
  4. Deformation & Animation

    • Apply As-Rigid-As-Possible (ARAP) deformation to the mesh for smooth transformations.
    • Use the characterMotion object to update joint-driven deformations across frames.
  5. Video Assembly

    • Render each deformed frame into an image sequence.
    • Combine frames into a final animation using FFmpeg.

4. Implementation and Dependencies

All code is provided in the W6_track2-animatedDrawings.ipynb notebook. Install the required Python packages via:

pip install -r requirements.txt

5. Usage

  1. Prepare Input: Place your character image in the assets/ directory or generate one with DALL·E.
  2. Notebook Execution: Open W6_track2-animatedDrawings.ipynb and run all cells.
  3. Adjust Parameters: Modify sampling density, ARAP weight, or playback speed as needed.
  4. Export Video: The final animation is saved as output/animation.mp4.

6. Results and Discussion

  • Successfully animated static 2D characters with plausible joint movements and smooth mesh deformations.
  • Texture overlays sometimes exhibit minor distortion near joints; future work can address improved UV mapping.
  • Demonstrates the power of combining AI-generated assets with classical graphics algorithms.

7. Improvements and Future Work

  • Enhance texture stability by refining UV parameterization.
  • Integrate real-time camera-based skeleton tracking to drive animations interactively.
  • Extend the pipeline to 3D character meshes for richer animations.

8. Team Members

  • Weizhao Wang
  • Fulin Jiang
  • Kunwei Song

9. References

  1. Smith, H. J., et al. "A Method for Automatically Animating Children's Drawings of the Human Figure." arXiv preprint arXiv:2303.12741 (2023).
  2. Turja, S. D., et al. "Shapes2Toon: Generating Cartoon Characters from Simple Geometric Shapes." AICCSA 2022.
  3. Huang, Q., et al. "Arapreg: An as-rigid-as-possible regularization loss for learning deformable shape generators." CVPR 2021.
  4. ETH Zürich. "As-Rigid-As-Possible Surface Modeling." IGL Project

10. Acknowledgments

  • Generative AI support from ChatGPT, Midjourney, and DALL·E.
  • Inspired by the Animated Drawings framework and ARAP deformation techniques.