Animation by Adaptation Tales of Motion Use and Re-Use
|
|
- Virginia Malone
- 5 years ago
- Views:
Transcription
1 Animation by Adaptation Tales of Motion Use and Re-Use Michael Gleicher And the UW Graphics Gang Department of Computer Sciences University of Wisconsin Madison
2 Tales of Motion Use and Re-Use Can we use retargeting tools to create animation? Spacetime-based retargeting (1998) sounded good, what happened? Hey Mike what have you been doing for the past 3 years?
3 What have I been doing? Welcome to Wisconsin! (yes the snow is up to the mailbox)
4 Motion Retargeting in Practice Why haven t the methods taken off? Retargeting solves only one piece of the character animation puzzle The results aren t as good as we might like The methods are a pain to deal with Maybe motion re-use isn t the right problem
5 The Talk Agenda Help! Show you the complete story Our whole motion re-use pipeline How we are dealing with issues Where the old stuff fits in Show you how far we re getting And where we might be going
6 The Original Plan Create animation by re-use Easier to beg, borrow, steal, buy,
7 Retargeting Compendium A retrospective Some old stuff Indulge me it s 47 seconds Media Clip Some new examples of the old stuff Notice what s different Media Clip Found examples
8 What did you just see Found Animation Found characters on the web Found motions on the web Put them together! Animating Characters Not just skeletons Simple skinning methods All examples from motion capture
9 What did you see? Plenty of problems! Many relating to the fact that we have characters not just skeletons We ve been lucky to get some good motion, but not all of it is great
10 Motion is Tough! And it s not just motion capture s problem Motion Capture Sample every frame No No structure. No No intent. lots lots of of data! Dense samples can represent rich frequency content Noise, sensor errors Hand Animation Data at at Keyframes Structured? Remember why? Maybe lots lots of of data. Good animators create complex frequency content Quality takes work Hard for academics to obtain quality hand animation
11 Mocap Pipeline Plan Shoot Process Apply Motion Capture is a misunderstood technology Retargeting is in the Process box Found Motion, so no control of Shoot Distinction between Process and Apply might be blurred Similar story for hand animation
12 Processing Pipeline Raw Data identify clean Clean Solve to Marker Data Skeleton cleanup Clean Skeletal Data Define Character Define Character Controls Define Skeleton Application Animation Data Retargeting& Control Mapping Clean Skeletal Data
13 Why change a perfectly good motion? Animation: bring something to life means we want to change something about the performance Actor vs. character Restrictions of realism Performers aren't perfect Need for usable data (loops, reference poses,...) Studio is not virtual world Motion re-use sometimes we are stuck with what we have
14 So You Want a Dancing Duck. Our motion pipeline Driven by need to use found stuff An overview of the process includes: Gather model and motion Match model and motion poses Bind the model to the motion Tweak the results using constraintbased motion editing techniques
15 How did we do that? Get Motion (from library) Annotate Constraints Compute Adapted Motion Get from library (stock CD or Web) Our Software Convert Skeleton Get Character (from library) Devise skeleton for character Lighting Commercial Animation System (Maya or 3D Studio MAX) Render
16 How to connect? Find a skeleton for character Use topology of original motion Find deformation parameters Skinning Vertex Weights (since we re doing SSD) This is backwards! Pros design controls with characters Map animation data on those controls
17 Skeleton Matching But how does the skeleton connect to the character? What are the character s sizes? Where should the joints go? What about orientations?
18 Find Character s Skeleton Not simply a geometric operation Spine down center or back? How many joints? Which d.o.f. where? Skeleton is an abstraction
19 Skeletons for humans Animals are very complex We understand humans pretty well
20 We have favorite abstractions 206 bones, muscles, fat, organs, clothing, 206 bones, complex joints 53 bones Kinematic joints
21 This is not how humans work Representation of complex human structure with varying degrees of simplification Simple Pin Joint Complex tendon and bone system
22 This can t be automated! Artistic decisions in how the character s geometry responds to movement! Need to design the set of controls for moving the geometry Get the right expressitivity Get the right response Get the right ease of use We re limiting ourselves to given format
23 Our Approach. Instead of a skeleton, create a point cloud of joints in the mesh Easy for the user Findskel finds skeleton
24 Now Are We Done? Most certainly not! The model is not interacting with its environment as it should Its feet are nowhere near the ground
25 Transformation Basics Change what isn t important, retain what is Hard to define what is important high-level properties motion specific Stick to what s easy to define geometric constraints signal characteristics framework for better metrics later
26 Transformation as Constrained Optimization Find a motion that 1. Meets any specific requests 2. Keeps any specific characteristics of the original 3. Is as similar as possible to the original Naturally posed as constrained optimization subject to meeting the constraints (1 and 2) minimize some objective (3)
27 Spacetime Constraints Consider all constraints simultaneously NOT frame at a time Solve for motions best motion that meets constraints
28 Basic Idea 1: Constraints Exact parameter values may not be important Geometric constraints often are important
29 Basic Idea 2: Frequency Content High frequencies (abrupt changes) are significant and noticeable Altering high-frequencies changes motions Adaptations should avoid disturbing high frequencies
30 Retargetting Motion to New Characters Goal: one motion, a cast of characters Focus on similar structure
31 Retargetting Recipe 1. Define Constraints 2. Apply to new character
32 Retargetting Recipe 3. Approximate Answer 4. Solve constraints (band-limited adaptation)
33 What s Right with this story?
34 What s wrong with the story? Philosophically misguided Force old controls onto new character Requires convention in controls Randomly chose hard to use controls Ignores MoCap Wisdom Begin with the ends in mind Solve problems earlier, not later Dealing with clips
35 Processing Pipeline Raw Data identify clean Clean Solve to Marker Data Skeleton cleanup Clean Skeletal Data Define Character Define Character Controls Define Skeleton Application Animation Data Retargeting& Control Mapping Clean Skeletal Data
36 What s wrong with the story? Results aren t as good as we d like Get better constraints Solver is too hard to implement Find new solution paradigm High-level control still hard Build abstracted representations Off-line See upcoming ToG paper Now for the quick tour of the first 3
37 Better Constraints/Objectives Feature of constraint-based approach Just need to find those right ones Dates back to Witkin&Kass 88 We still don t have the grace functional I expected to do more of this Lots of mileage from using a few constraints well Figure out how to use what you have
38 Want Better Results? Devise Better Constraints! Self-intersection Higher-level properties Style???? Form????????
39 Collision Constraints Get your hands out of your pockets! Media Clip
40 Constraints don t fix everything This arm does well This arm doesn t go through the body, but
41 Wins and Losses of Spacetime Fast, practical Linear complexity? Solves real problems Flexibility in: Spatial Constraints Objective Functions? Temporal Constraints? Widely applicable Nice results Hard to implement Poor integration Off-line No guarantees Spatial constraints not enforced Flexibility not exploited Rely on constraints
42 Is there an alternative? Need to deal with spatial and temporal constraints Don t want the messiness of whole motion computation Handle spatial and temporal constraints separately! Per-Frame IK Plus Filter Lee & Shin first version Gleicher 00 & generalization
43 Per-Frame IK + Filter (PFIK+F) IK per frame to solve spatial constraints But this messes up temporal constraints Filter changes to enforce temporal constraints But this messes up spatial constraints Iterate until converges, or
44 PFIK+F vs. Spacetime Fast, practical Solves real problems Flexibility in: Spatial Constraints Objective Functions (?) Temporal Constraints (?) Widely applicable Nice results Yes! (requires fast IK) Yes! (depends on IK) (depends on IK) (limited, unexplored) Yes! Um, it s a matter of taste, and IK quality
45 PFIK+F vs. Spacetime Use standard pieces! Use standard pieces! Choice in which last Solve spatial constraints last Need good IK Hard to implement Poor integration Off-line No guarantees Spatial constraints not enforced Flexibility not exploited Rely on constraints
46 My PFIK+F solver Use pieces I have lying around Non-linear optimizing solver for IK FIR linear filters for temporal constraints Propagation of results for temporal coherence
47 Downsides of PFIK+F? No global decisions Doesn t handle don t cares as well Order dependence Media Clip No interframe constraints Reliance on quality of IK solver Not necessarily faster (or slower)
48 Higher Level Control Need to find abstractions of motion Can t just work with details Even constraints aren t enough better Path Editing (a factoring approach) Gleicher 01 Motion Graphs Kovar & Gleicher??
49 The Idea Original Motion New Path
50 What is Path Editing? Factor Motion into Path And Detail Edit Path as Needed (use curve editing tools) Apply Detail to new Path
51 Why Edit Paths? (because previous work can t do it) Can t Capture All Possibilities Can t Synthesize All Styles Can t Simulate Complex Motions Current Editing Tools Don t Apply Need tools for sculpting motion INTERACTIVELY! Need easier to implement tools!
52 How to Edit a Path Determine what the path is Easy to manipulate, conceptual representation Factor motion into path and detail Edit the path Put path and detail back together Clean up the details Media Clip
53 Motion Use Ideal Capture a large corpus of motion Everything you need is there Somewhere but where Maybe it needs some adaptation Have some specification of needs Generate motion from this
54 Current approaches Move Trees Specially designed motions that connect Requires planning to create Requires tricks to fit together Games use 1000s (yes thousands) of motions! Graphs/motions done manually Style Machines???
55 Goal Corpus of of Motions Preprocessing Requests Abstracted Representation Generate motion, on demand, using an abstracted representation
56 First (working) Example A few notable failures Best Linear Unbiased Estimators Dense tables Simple seems to work State matching Rigid factoring (timescaling soon) Graph structures are useful Today: random walks Tomorrow:??? Media Clip
57 Tricks up our sleeves General Transitions are hard Can be arbitrarily hard Can be really easy (if similar motions) Identify when basic techniques work Factored representations More things to match More ways to apply things
58 Thanks! UW Graphics Gang Mainframe Entertainment, House of Moves Studios, Digital Domain This research is supported by: Microsoft, Intel, Pixar, IBM NSF Career Award
Animation by Adaptation
Animation by Adaptation Michael Gleicher Graphics Group Department of Computer Sciences University of Wisconsin Madison http://www.cs.wisc.edu/graphics The Dream: Animation for Everyone! Animation is great
More informationAnimation by Adaptation Tutorial 1: Animation Basics
Animation by Adaptation Tutorial 1: Animation Basics Michael Gleicher Graphics Group Department of Computer Sciences University of Wisconsin Madison http://www.cs.wisc.edu/graphics Outline Talk #1: Basics
More informationMotion for Computer Animation. Michael Gleicher Department of Computer Sciences University of Wisconsin, Madison
Motion for Computer Animation Michael Gleicher Department of Computer Sciences University of Wisconsin, Madison Outline A brief history of computer animation (animation appreciation) Video! Techniques
More informationHuman body animation. Computer Animation. Human Body Animation. Skeletal Animation
Computer Animation Aitor Rovira March 2010 Human body animation Based on slides by Marco Gillies Human Body Animation Skeletal Animation Skeletal Animation (FK, IK) Motion Capture Motion Editing (retargeting,
More informationRetargetting Motion to New Characters. Retargetting Motion to New Characters. Page 1. Motion Retargetting. Motion Retargetting
Left right Retargetting Motion to New Characters Michael Gleicher Vision Technology Center Autodesk Mountain View, CA Retargetting Motion to New Characters Michael Gleicher Department of Computer Science
More informationanimation projects in digital art animation 2009 fabio pellacini 1
animation projects in digital art animation 2009 fabio pellacini 1 animation shape specification as a function of time projects in digital art animation 2009 fabio pellacini 2 how animation works? flip
More informationSynthesis by Example. Connecting Motion Planning and Example based Movement. Michael Gleicher
Synthesis by Example Connecting Motion Planning and Example based Movement Michael Gleicher Dept of Computer Sciences University of Wisconsin Madison Case Study 1 Part I. Michael Gleicher 1 What is Motion
More informationTo Do. Advanced Computer Graphics. The Story So Far. Course Outline. Rendering (Creating, shading images from geometry, lighting, materials)
Advanced Computer Graphics CSE 190 [Spring 2015], Lecture 16 Ravi Ramamoorthi http://www.cs.ucsd.edu/~ravir To Do Assignment 3 milestone due May 29 Should already be well on way Contact us for difficulties
More informationCourse Outline. Advanced Computer Graphics. Animation. The Story So Far. Animation. To Do
Advanced Computer Graphics CSE 163 [Spring 2017], Lecture 18 Ravi Ramamoorthi http://www.cs.ucsd.edu/~ravir 3D Graphics Pipeline Modeling (Creating 3D Geometry) Course Outline Rendering (Creating, shading
More informationMOTION CAPTURE DATA PROCESSING - MOTION EDITING / RETARGETING - MOTION CONTROL / GRAPH - INVERSE KINEMATIC. Alexandre Meyer Master Informatique
1 MOTION CAPTURE DATA PROCESSING - MOTION EDITING / RETARGETING - MOTION CONTROL / GRAPH - INVERSE KINEMATIC Alexandre Meyer Master Informatique Overview: Motion data processing In this course Motion editing
More informationOverview. Animation is a big topic We will concentrate on character animation as is used in many games today. humans, animals, monsters, robots, etc.
ANIMATION Overview Animation is a big topic We will concentrate on character animation as is used in many games today humans, animals, monsters, robots, etc. Character Representation A character is represented
More informationWhy animate humans? Why is this hard? Aspects of the Problem. These lectures. Animation Apreciation 101
Animation by Example Lecture 1: Introduction, Human Representation Michael Gleicher University of Wisconsin- Madison www.cs.wisc.edu/~gleicher www.cs.wisc.edu/graphics Why animate humans? Movies Television
More informationTopics in Computer Animation
Topics in Computer Animation Animation Techniques Artist Driven animation The artist draws some frames (keyframing) Usually in 2D The computer generates intermediate frames using interpolation The old
More informationCS 231. Inverse Kinematics Intro to Motion Capture. 3D characters. Representation. 1) Skeleton Origin (root) Joint centers/ bones lengths
CS Inverse Kinematics Intro to Motion Capture Representation D characters ) Skeleton Origin (root) Joint centers/ bones lengths ) Keyframes Pos/Rot Root (x) Joint Angles (q) Kinematics study of static
More informationChapter 9 Animation System
Chapter 9 Animation System 9.1 Types of Character Animation Cel Animation Cel animation is a specific type of traditional animation. A cel is a transparent sheet of plastic on which images can be painted
More informationMount Points Mount Points is a super simple tool for connecting objects together and managing those relationships.
Mount Points Mount Points is a super simple tool for connecting objects together and managing those relationships. With Mount Points, you can simply drag two objects together and when their mount points
More informationAnimation. CS 465 Lecture 22
Animation CS 465 Lecture 22 Animation Industry production process leading up to animation What animation is How animation works (very generally) Artistic process of animation Further topics in how it works
More informationCS 231. Inverse Kinematics Intro to Motion Capture
CS 231 Inverse Kinematics Intro to Motion Capture Representation 1) Skeleton Origin (root) Joint centers/ bones lengths 2) Keyframes Pos/Rot Root (x) Joint Angles (q) 3D characters Kinematics study of
More informationAdvanced Graphics and Animation
Advanced Graphics and Animation Character Marco Gillies and Dan Jones Goldsmiths Aims and objectives By the end of the lecture you will be able to describe How 3D characters are animated Skeletal animation
More informationCharacter Animation 1
Character Animation 1 Overview Animation is a big topic We will concentrate on character animation as is used in many games today humans, animals, monsters, robots, etc. Character Representation A character
More informationThree-Dimensional Computer Animation
Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg November 29, 2016 Lecture #27 Why do we need an animation production pipeline? Animated full-length features
More informationCharacter animation Christian Miller CS Fall 2011
Character animation Christian Miller CS 354 - Fall 2011 Exam 2 grades Avg = 74.4, std. dev. = 14.4, min = 42, max = 99 Characters Everything is important in an animation But people are especially sensitive
More informationCharacter Animation. Presented by: Pam Chow
Character Animation Presented by: Pam Chow Overview Animation is a big topic We will concentrate on character animation as is used in many games today humans, animals, monsters, robots, etc. PLAZMO AND
More informationHomework 2 Questions? Animation, Motion Capture, & Inverse Kinematics. Velocity Interpolation. Handing Free Surface with MAC
Homework 2 Questions? Animation, Motion Capture, & Inverse Kinematics Velocity Interpolation Original image from Foster & Metaxas, 1996 In 2D: For each axis, find the 4 closest face velocity samples: Self-intersecting
More informationAgenda. Introduction Curve implementation. Particle System. - Requirements -What are all those vectors? -Where should I put things?
Agenda Introduction Curve implementation - Requirements -What are all those vectors? -Where should I put things? Particle System - Requirements -What should I implement? - Suggestions - Cool forces Agenda
More informationCS-184: Computer Graphics
CS-184: Computer Graphics Lecture #19: Motion Capture!!! Prof. James O Brien! University of California, Berkeley!! V2015-S-18-1.0 Today 1 18-MoCap.key - April 8, 2015 Motion Capture 2 2 18-MoCap.key -
More informationMOTION CAPTURE DATA PROCESSING - MOTION EDITING / RETARGETING - MOTION CONTROL / GRAPH - INVERSE KINEMATIC. Alexandre Meyer Master Informatique
1 MOTION CAPTURE DATA PROCESSING - MOTION EDITING / RETARGETING - MOTION CONTROL / GRAPH - INVERSE KINEMATIC Alexandre Meyer Master Informatique Motion capture data processing From Data Capture to motion
More informationComparing Constraint-Based Motion Editing Methods
Graphical Models 63, 107 134 (2001) doi:10.1006/gmod.2001.0549, available online at http://www.idealibrary.com on Comparing Constraint-Based Motion Editing Methods Michael Gleicher 1 Department of Computer
More informationanimation computer graphics animation 2009 fabio pellacini 1 animation shape specification as a function of time
animation computer graphics animation 2009 fabio pellacini 1 animation shape specification as a function of time computer graphics animation 2009 fabio pellacini 2 animation representation many ways to
More informationanimation computer graphics animation 2009 fabio pellacini 1
animation computer graphics animation 2009 fabio pellacini 1 animation shape specification as a function of time computer graphics animation 2009 fabio pellacini 2 animation representation many ways to
More informationAnimating Non-Human Characters using Human Motion Capture Data
Animating Non-Human Characters using Human Motion Capture Data Laurel Bancroft 1 and Jessica Hodgins 2 1 College of Fine Arts, Carngie Mellon University, lbancrof@andrew.cmu.edu 2 Computer Science, Carnegie
More informationAnimation, Motion Capture, & Inverse Kinematics. Announcements: Quiz
Animation, Motion Capture, & Inverse Kinematics Announcements: Quiz On Tuesday (3/10), in class One 8.5x11 sheet of notes allowed Sample quiz (from a previous year) on website Focus on reading comprehension
More informationAnnouncements: Quiz. Animation, Motion Capture, & Inverse Kinematics. Last Time? Today: How do we Animate? Keyframing. Procedural Animation
Announcements: Quiz Animation, Motion Capture, & Inverse Kinematics On Friday (3/1), in class One 8.5x11 sheet of notes allowed Sample quiz (from a previous year) on website Focus on reading comprehension
More informationMotion Capture. CS 448D: Character Animation Prof. Vladlen Koltun Stanford University
Motion Capture CS 448D: Character Animation Prof. Vladlen Koltun Stanford University History: Rotoscope Trace animated character over recorded actor, frame-by-frame Invented by Max Fleicher in 1915 and
More informationBeginners Guide Maya. To be used next to Learning Maya 5 Foundation. 15 juni 2005 Clara Coepijn Raoul Franker
Beginners Guide Maya To be used next to Learning Maya 5 Foundation 15 juni 2005 Clara Coepijn 0928283 Raoul Franker 1202596 Index Index 1 Introduction 2 The Interface 3 Main Shortcuts 4 Building a Character
More informationAnimator Friendly Rigging Part 3b
Animator Friendly Rigging Part 3b Creating animation rigs which solve problems, are fun to use, and don t cause nervous breakdowns. - 1- CONTENTS Biped Arms... 6 Why Are Arms Important?... 7 Requirements
More informationAnimator Friendly Rigging Part 2b
Animator Friendly Rigging Part 2b Creating animation rigs which solve problems, are fun to use, and don t cause nervous breakdowns. - 1- CONTENTS Review The Requirements... 5 Torso Animation Rig Requirements...
More informationCGDD 4113 Final Review. Chapter 7: Maya Shading and Texturing
CGDD 4113 Final Review Chapter 7: Maya Shading and Texturing Maya topics covered in this chapter include the following: Shader Types Shader Attributes Texturing the Axe Life, Love, Textures and Surfaces
More informationCOMP 175 COMPUTER GRAPHICS. Lecture 10: Animation. COMP 175: Computer Graphics March 12, Erik Anderson 08 Animation
Lecture 10: Animation COMP 175: Computer Graphics March 12, 2018 1/37 Recap on Camera and the GL Matrix Stack } Go over the GL Matrix Stack 2/37 Topics in Animation } Physics (dynamics, simulation, mechanics)
More informationBONE CONTROLLER ASSET VERSION 0.1 REV 1
Foreword Thank you for purchasing the Bone Controller! I m an independent developer and your feedback and support really means a lot to me. Please don t ever hesitate to contact me if you have a question,
More informationLast Time? Animation, Motion Capture, & Inverse Kinematics. Today. Keyframing. Physically-Based Animation. Procedural Animation
Last Time? Animation, Motion Capture, & Inverse Kinematics Navier-Stokes Equations Conservation of Momentum & Mass Incompressible Flow Today How do we animate? Keyframing Procedural Animation Physically-Based
More informationEvaluation of motion retargeting using spacetime constraints. Master s Thesis of Bas Lommers. December 6, Supervisor: Dr. J.
Evaluation of motion retargeting using spacetime constraints Master s Thesis of Bas Lommers Student Number: 3441431 December 6, 2013 Supervisor: Dr. J. Egges Thesis number: ICA-3441431 Utrecht University
More informationSM2231 :: 3D Animation I :: Basic. Rigging
SM2231 :: 3D Animation I :: Basic Rigging Object arrangements Hierarchical Hierarchical Separate parts arranged in a hierarchy can be animated without a skeleton Flat Flat Flat hierarchy is usually preferred,
More informationAnimations involving numbers
136 Chapter 8 Animations involving numbers 8.1 Model and view The examples of Chapter 6 all compute the next picture in the animation from the previous picture. This turns out to be a rather restrictive
More informationCharacter Animation COS 426
Character Animation COS 426 Syllabus I. Image processing II. Modeling III. Rendering IV. Animation Image Processing (Rusty Coleman, CS426, Fall99) Rendering (Michael Bostock, CS426, Fall99) Modeling (Dennis
More informationMotion Synthesis and Editing. Yisheng Chen
Motion Synthesis and Editing Yisheng Chen Overview Data driven motion synthesis automatically generate motion from a motion capture database, offline or interactive User inputs Large, high-dimensional
More informationComparative Analysis of Constraint-Based Motion Editing Methods
Comparative Analysis of Constraint-Based Motion Editing Methods Michael Gleicher Department of Computer Sciences University of Wisconsin, Madison http://www.cs.wisc.edu/graphics January, 2001 This is a
More informationPlatformer Tutorial 8 - Adding Mr.Green and Character Animation. Last month. Character FX
Last month Things became a lot more dangerous as traps and deadly particles were added. It just wouldn t be the same without Mr.Green so he s making his debut this month. As this has always been the plan,
More informationCSE452 Computer Graphics
CSE452 Computer Graphics Lecture 19: From Morphing To Animation Capturing and Animating Skin Deformation in Human Motion, Park and Hodgins, SIGGRAPH 2006 CSE452 Lecture 19: From Morphing to Animation 1
More informationLast Time? Inverse Kinematics. Today. Keyframing. Physically-Based Animation. Procedural Animation
Last Time? Inverse Kinematics Navier-Stokes Equations Conservation of Momentum & Mass Incompressible Flow Today How do we animate? Keyframing Procedural Animation Physically-Based Animation Forward and
More informationCS 231. Motion Capture Data I. The Pipeline. Bodenheimer et al
CS 231 Motion Capture Data I The Pipeline Bodenheimer et al 1 Marker Magnetic Optical Marker placement On limbs vs joints neither is ideal Over tight clothing or thin skin In repeatable 'landmarks' Using
More informationData-driven Approaches to Simulation (Motion Capture)
1 Data-driven Approaches to Simulation (Motion Capture) Ting-Chun Sun tingchun.sun@usc.edu Preface The lecture slides [1] are made by Jessica Hodgins [2], who is a professor in Computer Science Department
More informationSimple and Powerful Animation Compression. Nicholas Fréchette Programming Consultant for Eidos Montreal
Simple and Powerful Animation Compression Nicholas Fréchette Programming Consultant for Eidos Montreal Contributors Frédéric Zimmer, co-designer Luke Mamacos, consultant Thank you Eidos Montreal! Presentation
More informationKinematics & Motion Capture
Lecture 27: Kinematics & Motion Capture Computer Graphics and Imaging UC Berkeley CS184/284A, Spring 2017 Forward Kinematics (Slides with James O Brien) Forward Kinematics Articulated skeleton Topology
More informationAnimation. CS 4620 Lecture 33. Cornell CS4620 Fall Kavita Bala
Animation CS 4620 Lecture 33 Cornell CS4620 Fall 2015 1 Announcements Grading A5 (and A6) on Monday after TG 4621: one-on-one sessions with TA this Friday w/ prior instructor Steve Marschner 2 Quaternions
More informationAbout this document. Introduction. Where does Life Forms fit? Prev Menu Next Back p. 2
Prev Menu Next Back p. 2 About this document This document explains how to use Life Forms Studio with LightWave 5.5-6.5. It also contains short examples of how to use LightWave and Life Forms together.
More informationCIO 24/7 Podcast: Tapping into Accenture s rich content with a new search capability
CIO 24/7 Podcast: Tapping into Accenture s rich content with a new search capability CIO 24/7 Podcast: Tapping into Accenture s rich content with a new search capability Featuring Accenture managing directors
More informationThree-Dimensional Computer Animation
Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg November 28, 2017 Lecture #24 Luxo & Luxo Jr. 1986 Toy Story 1995 Finding Dory 2016 3D Animation Pixar Why
More informationMocap in a 3D Pipeline
East Tennessee State University Digital Commons @ East Tennessee State University Undergraduate Honors Theses 5-2014 Mocap in a 3D Pipeline Logan T. Maides Follow this and additional works at: http://dc.etsu.edu/honors
More informationLast Time? Animation, Motion Capture, & Inverse Kinematics. Today. Keyframing. Physically-Based Animation. Procedural Animation
Last Time? Animation, Motion Capture, & Inverse Kinematics Navier-Stokes Equations Conservation of Momentum & Mass Incompressible Flow Today How do we animate? Keyframing Procedural Animation Physically-Based
More informationTo Do. History of Computer Animation. These Lectures. 2D and 3D Animation. Computer Animation. Foundations of Computer Graphics (Spring 2010)
Foundations of Computer Graphics (Spring 2010) CS 184, Lecture 24: Animation http://inst.eecs.berkeley.edu/~cs184 To Do Submit HW 4 (today) Start working on HW 5 (can be simple add-on) Many slides courtesy
More informationMotion Graphs for Character Animation
Parag Chaudhuri Indian Institute of Technology Bombay Research Promotion Workshop on Introduction to Graph and Geometric Algorithms Thapar University Patiala October 30, 2010 Outline Introduction The Need
More informationIAT 445 Lab 10. Special Topics in Unity. Lanz Singbeil
IAT 445 Lab 10 Special Topics in Unity Special Topics in Unity We ll be briefly going over the following concepts. They are covered in more detail in your Watkins textbook: Setting up Fog Effects and a
More informationCMSC 425: Lecture 10 Skeletal Animation and Skinning
CMSC 425: Lecture 10 Skeletal Animation and Skinning Reading: Chapt 11 of Gregory, Game Engine Architecture. Recap: Last time we introduced the principal elements of skeletal models and discussed forward
More informationVirtual Production for the Real World Using Autodesk MotionBuilder 2013
Virtual Production for the Real World Using Autodesk MotionBuilder 2013 Daryl Obert Autodesk Hein Beute- Xsens DG3148 This class will give attendees a firm understanding of the concepts and workflows involved
More informationMaya Lesson 8 Notes - Animated Adjustable Desk Lamp
Maya Lesson 8 Notes - Animated Adjustable Desk Lamp To Model the Lamp: 1. Research: Google images - adjustable desk lamp. 2. Print several images of lamps for ideas to model. 3. Make a sketch of the lamp
More informationDeformation Transfer for Triangle Meshes
Deformation Transfer for Triangle Meshes a Paper (SIGGRAPH 2004) by Robert W. Sumner & Jovan Popovic presented by Roni Oeschger Deformation Transfer Source deformed Target deformed 1 Outline of my presentation
More informationAnimation. Itinerary Computer Graphics Lecture 22
15-462 Computer Graphics Lecture 22 Animation April 22, 2003 M. Ian Graham Carnegie Mellon University Itinerary Review Basic Animation Keyed Animation Motion Capture Physically-Based Animation Behavioral
More informationAnimation. Itinerary. What is Animation? What is Animation? Animation Methods. Modeling vs. Animation Computer Graphics Lecture 22
15-462 Computer Graphics Lecture 22 Animation April 22, 2003 M. Ian Graham Carnegie Mellon University What is Animation? Making things move What is Animation? Consider a model with n parameters Polygon
More informationRigging / Skinning. based on Taku Komura, Jehee Lee and Charles B.Own's slides
Rigging / Skinning based on Taku Komura, Jehee Lee and Charles B.Own's slides Skeletal Animation Victoria 2 CSE 872 Dr. Charles B. Owen Advanced Computer Graphics Skinning http://www.youtube.com/watch?
More informationMotion Retrieval. Motion Capture Data. Motion Capture Data. Motion Capture Data. Motion Capture Data. Motion Capture Data
Lecture Information Retrieval for Music and Motion Meinard Müller and Andreas Baak Summer Term 2008 Motion Capture Data Digital 3D representations of motions Computer animation Sports Gait analysis 2 Motion
More informationControlling Reactive, Motion Capture-driven Simulated Characters
Controlling Reactive, Motion Capture-driven Simulated Characters Victor B. Zordan University of California at Riverside Motion capture-driven simulations? Motivation: Unreal Havok Havok2 Motion capture
More informationCS 231. Basics of Computer Animation
CS 231 Basics of Computer Animation Animation Techniques Keyframing Motion capture Physics models Keyframe animation Highest degree of control, also difficult Interpolation affects end result Timing must
More informationAutodesk Inventor : From Concept to Digital Prototype
Autodesk Inventor : From Concept to Digital Prototype Bryan Fields Advanced Solutions, Inc. MA305-5 Using the tools available in Autodesk Inventor, this session will look at the progression from concept
More informationCS-184: Computer Graphics. Today
CS-184: Computer Graphics Lecture #20: Motion Capture Prof. James O Brien University of California, Berkeley V2005-F20-1.0 Today Motion Capture 2 Motion Capture Record motion from physical objects Use
More informationInverse Kinematics (part 1) CSE169: Computer Animation Instructor: Steve Rotenberg UCSD, Winter 2018
Inverse Kinematics (part 1) CSE169: Computer Animation Instructor: Steve Rotenberg UCSD, Winter 2018 Welman, 1993 Inverse Kinematics and Geometric Constraints for Articulated Figure Manipulation, Chris
More informationBreathing life into your applications: Animation with Qt 3D. Dr Sean Harmer Managing Director, KDAB (UK)
Breathing life into your applications: Animation with Qt 3D Dr Sean Harmer Managing Director, KDAB (UK) sean.harmer@kdab.com Contents Overview of Animations in Qt 3D Simple Animations Skeletal Animations
More information1. In Maya, ensure that the fbx plug in is loaded (Windows/SettingsPreferences/Plug-in Manager)
Motion Builder Basic Rigging: Constraints V1 by Deborah R. Fowler and Jennifer McSpadden In Maya: **Make sure you are in the Animation menu context. Rigging Using Constraints 1. In Maya, ensure that the
More informationinsight3d quick tutorial
insight3d quick tutorial What can it do? insight3d lets you create 3D models from photographs. You give it a series of photos of a real scene (e.g., of a building), it automatically matches them and then
More informationComputer Graphics II
Computer Graphics II Autumn 2017-2018 Outline MoCap 1 MoCap MoCap in Context WP Vol. 2; Ch. 10 MoCap originated in TV and film industry but games industry was first to adopt the technology as a routine
More information3DS MAX to MARVELOUS DESIGNER WORKFLOW
3DS MAX to MARVELOUS DESIGNER WORKFLOW 1) OPEN RIGGED MODEL This document goes through all steps necessary to use Marvelous Designer (MD) as a cloth simulation tool for characters rigged, animated and
More information1. Technologies for Motion Editing (Feb 25, 1999)G
To appear in: Jung, Fisher, Gleicher, and Thingvold. Motion Editing and Motion Capture. AK Peters, Summer 2000. 1. Technologies for Motion Editing (Feb 25, 1999)G This chapter discusses the problem of
More informationCS 147: Computer Systems Performance Analysis
CS 147: Computer Systems Performance Analysis Test Loads CS 147: Computer Systems Performance Analysis Test Loads 1 / 33 Overview Overview Overview 2 / 33 Test Load Design Test Load Design Test Load Design
More information3D Production Pipeline
Overview 3D Production Pipeline Story Character Design Art Direction Storyboarding Vocal Tracks 3D Animatics Modeling Animation Rendering Effects Compositing Basics : OpenGL, transformation Modeling :
More informationAnimation, Motion Capture, & Inverse Kinematics
Animation, Motion Capture, & Inverse Kinematics Pop Worksheet! Teams of 2. SOMEONE YOU HAVEN T ALREADY WORKED WITH Enumerate all cases (including rotations) of the 2D version of Marching Cubes, labeling
More informationBasics of Design p. 2 Approaching Design as an Artist p. 4 Knowing Your Character p. 4 Making Decisions p. 4 Categories of Design p.
Basics of Design p. 2 Approaching Design as an Artist p. 4 Knowing Your Character p. 4 Making Decisions p. 4 Categories of Design p. 6 Realistic Designs p. 6 Stylized Designs p. 7 Designing a Character
More informationOptimal motion trajectories. Physically based motion transformation. Realistic character animation with control. Highly dynamic motion
Realistic character animation with control Optimal motion trajectories Physically based motion transformation, Popovi! and Witkin Synthesis of complex dynamic character motion from simple animation, Liu
More informationGetting To Know The Movie
Getting To Know The Movie Pixar Animation Studios & Walt Disney Pictures released on November 22, 2017 6 years of production the 15th highest-grossing animated film ever 2 Academy Awards, 67 awards in
More informationKinematics and Orientations
Kinematics and Orientations Hierarchies Forward Kinematics Transformations (review) Euler angles Quaternions Yaw and evaluation function for assignment 2 Building a character Just translate, rotate, and
More informationMotion Capture & Simulation
Motion Capture & Simulation Motion Capture Character Reconstructions Joint Angles Need 3 points to compute a rigid body coordinate frame 1 st point gives 3D translation, 2 nd point gives 2 angles, 3 rd
More informationLearning Articulated Skeletons From Motion
Learning Articulated Skeletons From Motion Danny Tarlow University of Toronto, Machine Learning with David Ross and Richard Zemel (and Brendan Frey) August 6, 2007 Point Light Displays It's easy for humans
More informationWater. Notes. Free surface. Boundary conditions. This week: extend our 3D flow solver to full 3D water We need to add two things:
Notes Added a 2D cross-section viewer for assignment 6 Not great, but an alternative if the full 3d viewer isn t working for you Warning about the formulas in Fedkiw, Stam, and Jensen - maybe not right
More information2D & 3D Animation NBAY Donald P. Greenberg March 21, 2016 Lecture 7
2D & 3D Animation NBAY 6120 Donald P. Greenberg March 21, 2016 Lecture 7 2D Cel Animation Cartoon Animation What is cartoon animation? A sequence of drawings which, when viewed in rapid succession, create
More informationLesson 01 Polygon Basics 17. Lesson 02 Modeling a Body 27. Lesson 03 Modeling a Head 63. Lesson 04 Polygon Texturing 87. Lesson 05 NURBS Basics 117
Table of Contents Project 01 Lesson 01 Polygon Basics 17 Lesson 02 Modeling a Body 27 Lesson 03 Modeling a Head 63 Lesson 04 Polygon Texturing 87 Project 02 Lesson 05 NURBS Basics 117 Lesson 06 Modeling
More informationComputer Graphics. Si Lu. Fall uter_graphics.htm 11/27/2017
Computer Graphics Si Lu Fall 2017 http://web.cecs.pdx.edu/~lusi/cs447/cs447_547_comp uter_graphics.htm 11/27/2017 Last time o Ray tracing 2 Today o Animation o Final Exam: 14:00-15:30, Novermber 29, 2017
More informationMotion Capture, Motion Edition
Motion Capture, Motion Edition 2013-14 Overview Historical background Motion Capture, Motion Edition Motion capture systems Motion capture workflow Re-use of motion data Combining motion data and physical
More informationBlack Desert Online. Taking MMO Development to the Next Level. Dongwook Ha Gwanghyeon Go
Black Desert Online Taking MMO Development to the Next Level Dongwook Ha (dongwook@pearlabyss.com) Gwanghyeon Go (xdotdt@pearlabyss.com) 2018-03-23 Black Desert Online Challenges Massive data and contents
More informationAnimation Tools THETOPPERSWAY.COM
Animation Tools 1.) 3D Max: It includes 3D modeling and rendering software. A new Graphite modeling and texturing system(the Graphite Modeling Tools set, also called the modeling ribbon, gives you everything
More informationCS 248 Assignment 2 Polygon Scan Converter. CS248 Presented by Abe Davis Stanford University October 17, 2008
CS 248 Assignment 2 Polygon Scan Converter CS248 Presented by Abe Davis Stanford University October 17, 2008 Announcements First thing: read README.animgui. It should tell you everything you need to know
More informationNo hands-on lessons here Digital humanities focus Talk about the kinds of things you can do Give you ideas for developing your project
No hands-on lessons here Digital humanities focus Talk about the kinds of things you can do Give you ideas for developing your project 1 Traditional blog themes are a running list of posts with maybe a
More information