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Methods
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Finally, I created my own anthropomorphic animated character to
demonstrate my findings.
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For reference, I looked at an actual cat just to make sure that animated
characters didnt already look like him.
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Here is my real cat and a sculpture I did of his head. As you can see, not the
cutest animated creature when I use his proportions. No offense, cat.
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I graphed all the animal values individually by character, with the animated
values as a proportion of the real animal values for that species. 5 real
animals were measured for each value.
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The dashed black line represents the average value proportions. The
horizontal black line at 1 represents if the animated animal proportions were
equal to those in the real world.
I concluded that animated animal eye width was generally approximately
proportionate to eye height, as compared to real animal measurements.
Basically, animal eyes kept the same shape, whether digital or real, they just
got bigger. Most values on the graph were below 1, meaning that animated
eyes tended to be proportionately larger than those of real animals. As a
result of the proportionately oversized eyes, the distance between the
bottom of the eyes to the top of the nose and between the eyes was notably
less than that of real animals.
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From the front, animated animals have proportions that are most similar to
animated male humans and real human babies. From the side, animated
animals have similar proportions to animated female humans and animated
male humans, with the exception of face width.
Real human males share little proportional similarity to animals. Animated
animals are anthropomorphic, but in that they closely resemble animated
humans and to a lesser extent, real babies, but not adult humans. And
animated humans and real humans are proportionately different. This
proves that neoteny is coming into effect here as well.
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The argument can be made that animated animals are not truly
anthropomorphic if they share similarities to animated humans but not to
real adult humans. However, I feel that their resemblance to some sort of
human is enough to judge them as anthropomorphic enough. Especially as
babies are people.
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As the dogs from Up, especially Dug, have massive noses, I hypothesized
that I would get a cuter cat if I removed at least Dugs data from my
calculations, as cats tend to have small noses in real life. However, the
measurements without Dug were not significantly different that those with
him.
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I tried again, this time just using the data from Ratatouille and Zootopia. I
found these measurements to be very appealing as a character. However,
only 4 animals data was used, due to the removal of Up.
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To balance that and avoid skewed data, I averaged the animal data without
Up with the measurements from my hypothesized anthropomorphic animal
and the average measurements of a baby.
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I gave this ideal round eyes, although I think the fact that my hypothesis
had vertical eyes added to the roundness by balancing the horizontal aspects
of the other two.
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This is the final version of my animated cat. I kept the vertical eyes here due
to time constraints and issues in translating the ideal 2D cat into a cohesive
3D cat, which will be shown on the next slide. However, he has been
adjusted to otherwise follow the ideal presented on the previous slide as
much as possible. I am happy with this end result.
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(video)
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This shows the models of 4 different versions of a cat. The first two cats
come from an online model that I modified for my own use, while the latter
two are both entirely mine.
The normal cat is approximately proportionate to what a cat looks like.
The fat cat is the same model, but with a tummy and hips added. It
represents a real world cat who could stand to lose a few pounds.
The third cat is my idea model. Although the eyes work well in 2D, there
were some issues translating them to 3D.
The last cat is my final model, shown here in comparison to his predecessors.
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(video)
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This is a motion study I did featuring my cat to better understand how cats
move for my own animation. Some things I noticed were that fat animals
sway their bulk side-to-side as they walk and the importance of tails in
animal communication.
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(video)
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This is my final animation featuring the cat I created. I put him through a
walk cycle with tail movements, based on the motion study shown
previously. All his joints are rigged to move, and I added a bone in his
stomach to better give it the shifting of weight that is visible in a real-world
fat cat. His movements are exaggerated to create a more cartoon element.
I think this matches his appearance.
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(video)
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Thank you.