COMPUTER ANIMATION 3 KEYFRAME ANIMATION, RIGGING, SKINNING AND CHARACTER ANIMATION. Rémi Ronfard, Animation, M2R MOSIG
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1 COMPUTER ANIMATION 3 KEYFRAME ANIMATION, RIGGING, SKINNING AND CHARACTER ANIMATION Rémi Ronfard, Animation, M2R MOSIG
2 2 Outline Principles of animation Keyframe interpolation Rigging, skinning and walking
3 PRINCIPLES OF CHARACTER ANIMATION ~1930, Studios Disney The Illusion of Life
4 4 1 Squash & Stretch
5 1 Squash & stretch
6 6 2 Timing
7 2 Timing
8 8 3 Anticipation
9 Anticipation example
10 4 Staging 10 «Present the idea so that it is unmistakably clear»
11 11 5 Straight-ahead & pose to pose action
12 12 6 Follow-through et Overlapping
13 13 7 Slow in & Slow out
14 14 8 Arcs
15 15 9 Exaggeration
16 16 10 Secondary actions
17 11 Appeal
18 12 Personality
19 Interpolation of translation
20 Hermite polynomials
21 Catmull-Rom splines
22 Timing curves
23 Bezier curves, B-splines and NURBS Bezier: Piece-wise polynomials with tangent continuity B-splines: control points, arcs and curves NURBS: piece-wise rational curves, i.e. projective splines in projective coordinates
24 Three-dimensional interpolation
25 Interpolation of rotations Cannot interpolate matrices Compute R = R T 1 R 2 Compute axis and angle Interpolate angles
26 Quaternion interpolation
27 Quaternion interpolation
28 Spherical interpolation SLERP : Interpolation on the sphere of unit quaternions LERP : Linear interpolation then normalization US patent by Budge (2007): Fast approximation to the spherical linear interpolation function
29 Equivalence between Euler angles and quaternions
30 Rigid motion interpolation Screw Theory : we can represent any movement of a solid body by a single operation which combines both the rotation and the translation.! As Plucker coordinates.! As Dual Quaternions.! Using Motor Theory based on Clifford Algebra.
31 Slow-in and slow-out
32 Camera interpolation 3 translations (dollies) 3 rotations : pan left/ right, up/do Field of view is controlled by zoom = focal length
33 Camera interpolation Screen motion is the composition of camera and actor motion Coordinate camera and actor s movements
34 Rigging and skinning How do we apply kinematics and dynamics to character animation?! Skeleton/armature and kinematics! Skin and flesh: skinning, smooth skinning, muscles, fat, wrinkles! Clothing : particle systems, finite elements
35 Animation and interpolation Keyframe animation How to interpolate motion between keyframes
36 Articulated motion
37 Articulated motion
38 Articulated and rigid motion Motion of body part is rigid! In the parent s frame! In the word frame Rigid motion can be represented as a 3 x 4 matrix
39 Skinning We have a structure of bones, organized as a kinematic tree Problem : how do we animation the «skin» of characters given the motion of their bones? Rigid skinning : each body part is modeled as a rigid body! P(v i )= T f P 0 (v i ) where T is the bone transformation
40 Smooth skinning Also known as «Skeleton Subspace Deformation» Skin vertices move as a result of several body part motions! P(v i )= (sum_f w if T f )P 0 (v i )! Normalized weights : sum_f w if = 1)! CVertex weights can be computed automatically! For example w if = 1/d 2 if Or weights can be drawn by «painting» the skin
41 Interpolation of matrices Transformation matrix T f = [SR t] with 12 parameters Non independent 3 translations, 3 rotations, 3 re-scalings Better to control them separately Automatic weight computation Wang et Philips, Multi-weight enveloping: least-squares approximation techniques for skin animation, SCA 2002
42 Bone Heat Weighting!!!!!! Automatic Rigging and Animation of 3D Characters Ilya Baran and Jovan Popovic, SIGGRAPH 2007.
43 Examples
44 Quaternion interpolation!!!!! Skinning with Dual Quaternions Ladislav Kavan, Steven Collins, Jiri Zara, Carol O'Sullivan. Symposium on Interactive 3D Graphics and Games, 2007.
45 Cage deformations Build a cage around bones (armatures)
46 Case study : animation of walking
47 Walking cycle
48 Finite State Machine
49 Contact The walk usually starts with the feet at the extended position where the feet are furthest apart. This is the point where the character s weight shifts to the forward foot.
50 Recoil As the weight of the body is transferred to the forward foot, the knee bends to absorb the shock. This is called the recoil position, and is the lowest point in the walk.
51 Passing This is halfway through the first step. As the character moves forward, the knee straightens out and lifts the body it s highest point. This is called the passing position because this is where the free foot passes the supporting leg.
52 High point As the character moves forward, the weight-bearing foot lifts off the ground at the heel, transmitting the force at the ball of the foot. This is where the body starts to fall forward. The free foot swings forward like a pendulum to catch the ground.
53 Contact The free leg makes contact. This is exactly half the cycle. The second half is an exact mirror of the first. If it differs, the character may appear to limp.
54 Foot placement and synchronisation
55 From footprints to animation
56 From footprints to animation
57 From footprints to animation
58 Control
59 Walking style Physics Aesthetics Expressivity Goal-driven High-level control
60 Combined direct and inverse kinematics Principle: using available data on human walk correct constraint violations using inverse kinematics Advantage: data may model a realistic gait
61 Controling and editing the walk cycle Coach-trainee metaphor Can also be used to learn walking styles
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71 71 Conclusion Principles of animation Keyframe interpolation Rigging, skinning and walking Next: readings in computer animation
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