Animation database
Encyclopedia
An animation database is a database
Database
A database is an organized collection of data for one or more purposes, usually in digital form. The data are typically organized to model relevant aspects of reality , in a way that supports processes requiring this information...

 which stores fragments of animations or human movements and which can be accessed, analyzed and queried to develop and assemble new animations. Given that the manual generation of a large amount of animation can be time consuming and expensive, an animation database can assist users in building animations by using existing components, and to share animation fragments.

Early examples of animation databases include the system MOVE which used an object oriented database. Modern animation databases can be populated via the extraction of skeletal animation
Skeletal animation
Skeletal animation is a technique in computer animation in which a character is represented in two parts: a surface representation used to draw the character and a hierarchical set of interconnected bones used to animate the mesh...

s from motion capture
Motion capture
Motion capture, motion tracking, or mocap are terms used to describe the process of recording movement and translating that movement on to a digital model. It is used in military, entertainment, sports, and medical applications, and for validation of computer vision and robotics...

 data.

Other examples include crowd simulation
Crowd simulation
Crowd simulation is the process of simulating the movement of a large number of objects or characters, now often appearing in 3D computer graphics for film...

 in which a number of people are simulated as a crowd. Given that in some applications the people need to be walking at different speeds, say on a sidewalk, the animation database can be used to retrieve and merge different animated figures. The method is mainly known as "motion graphs"

Animation databases can also be used for "interactive storytelling" in which fragments of animations are retrieved from the animation database and are recycled to combine into new stories. For instance, the animation database called Animebase is used within the system Words Anime to help generate animations using recycled components. In this approach, the user may input words which form parts of a story and queries against the database help select suitable animation fragments. This type of system may indeed use two databases: an animation database, as well as a story knowledge database. The story knowledge database may use subjects, predicates and objects to refer to story fragments. The system then assists the user in matching between story fragments and animation fragments.

Animation databases can also be used for the generation of visual scenes using humanoid
Humanoid
A humanoid is something that has an appearance resembling a human being. The term first appeared in 1912 to refer to fossils which were morphologically similar to, but not identical with, those of the human skeleton. Although this usage was common in the sciences for much of the 20th century, it...

 models. An example application has been the development of an animated humanoid-based sign language
Sign language
A sign language is a language which, instead of acoustically conveyed sound patterns, uses visually transmitted sign patterns to convey meaning—simultaneously combining hand shapes, orientation and movement of the hands, arms or body, and facial expressions to fluidly express a speaker's...

system to help the disabled.

Another application of an animation database is in the synthesis of idle motion for human characters. Human beings move all the time and in unique ways, and the presentation of a consistent and realistic set of idle motions for each character between different animation segments has been a challenge, e.g. each person has a unique way of standing and this needs to be represented in a realistic way throughout an animation. One of the problems is that idle motion affects all joints and simply showing statistical movements at each joint results in less than realistic portrayals. One approach to solving this problem is to use an animation database with a large set of pre-recorded human movements, and obtain the suitable patterns of motion from the database through statistical analysis.
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