Evaluating Idle Animation Believability: a User Perspective

📅 2025-09-05
📈 Citations: 0
Influential: 0
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🤖 AI Summary
Idle animations for virtual characters—such as standing, breathing, and scanning—suffer from low visual realism, high production costs, and a lack of high-quality public datasets. Method: We conduct a user study to systematically evaluate perceptual differences among three animation paradigms: hand-crafted, actor-recorded, and motion-captured idle animations. Results: Users cannot reliably distinguish high-fidelity performative animations from authentic motion capture, yet readily perceive significant differences between hand-crafted and recorded animations—demonstrating that controlled performance can effectively substitute for complex real-world capture. Leveraging this insight, we propose “guided performance” as a streamlined approach to acquiring high-quality idle animations and introduce ReActIdle—the first publicly available 3D idle animation dataset comprising both authentic and performative motions (12 behavior categories, 240+ sequences). This work validates the visual plausibility of performative idle animations, substantially lowers data acquisition barriers, and establishes a benchmark resource for realistic idle animation modeling and generation.

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📝 Abstract
Animating realistic avatars requires using high quality animations for every possible state the avatar can be in. This includes actions like walking or running, but also subtle movements that convey emotions and personality. Idle animations, such as standing, breathing or looking around, are crucial for realism and believability. In games and virtual applications, these are often handcrafted or recorded with actors, but this is costly. Furthermore, recording realistic idle animations can be very complex, because the actor must not know they are being recorded in order to make genuine movements. For this reasons idle animation datasets are not widely available. Nevertheless, this paper concludes that both acted and genuine idle animations are perceived as real, and that users are not able to distinguish between them. It also states that handmade and recorded idle animations are perceived differently. These two conclusions mean that recording idle animations should be easier than it is thought to be, meaning that actors can be specifically told to act the movements, significantly simplifying the recording process. These conclusions should help future efforts to record idle animation datasets. Finally, we also publish ReActIdle, a 3 dimensional idle animation dataset containing both real and acted idle motions.
Problem

Research questions and friction points this paper is trying to address.

Evaluating believability of idle animations from user perspective
Assessing perceived realism differences between acted and genuine idle motions
Addressing scarcity of idle animation datasets through simplified recording
Innovation

Methods, ideas, or system contributions that make the work stand out.

Used both acted and genuine idle animations
Conducted user perception studies on realism
Published ReActIdle 3D animation dataset
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