CS 231. Basics of Computer Animation

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1 CS 231 Basics of Computer Animation

2 Animation Techniques Keyframing Motion capture Physics models

3 Keyframe animation Highest degree of control, also difficult Interpolation affects end result Timing must also be considered Constraints can help but must be set up

4 The keyframing process Iterate: adjust trajectory play back motion Depends on: interpolation between frames speed along path parameters for model

5 The basic animation engine Motion generation frame = 0; Until (forever){ set scene(frame); take picture(frame); frame++; } Offline representation mymovie.mpg = make_mpeg (all frames)

6

7 Animation systems animate what? Particles (or other elements) Linked Particles (or elements) Rigid bodies (RB) Linked RB Other -? (e.g. Eulerian Grids)

8 Keyframe any controllable parameters: joint angles location/orientation scale/shear shape (deformations) materials and textures camera settings lighting (strobe, etc) about any parameter

9 Keyframing 3D characters Complete control Quality relies on skilled animator

10 Keyframing 3D characters Representation 1) Skeleton Origin (root) Joint centers/ bones lengths 2) Keyframes Pos/Rot Root (x) Joint Angles (q)

11 Kinematics study of static movement a b x Forward: x = f(a,b) easy to compute Inverse: a,b = f -1 (x) intuitive to control positioning hand/feet higher-level goals Note: kinematics has no notion of dynamics

12 Kinematics and IK - rely on skeleton motion the basis of all human (and many non-human) characters Kinematics solved directly Used for character motion based on skeleton

13 Forward Kinematics? End Effector Base

14 Hierarchical Animation

15 Hierarchical Animation A series of transformations on an object can be applied as a series of matrix multiplications : position in the global coordinate : position in the local coordinate

16 Keyframing skeleton with constraints Joint limits Pos limits IK handles

17

18 Keyframe Interpolation: Position Time

19 Types of interpolation: Position linear b-spline cardinal Time

20 Keyframing in practice

21 Problems with interpolation curves Position Position Time Time Note, non-uniform velocity

22

23 Keyframing to control velocity Velocity depends on interpolation style Linear velocity Time Ease In/Ease out velocity Time

24 Keyframing Ease-in/Ease out Sinusoidal offset cos/sin half period piecewise Function cubic constant acceleration

25 Ease-in/Ease-out (EIEO) Function 1.0 s = ease(t) s Time 1.0 (Normalized distance and time)

26 EIEO : Sinusoidal s sin( t / 2 1) / 2 ease( t)

27 EIEO : Single Cubic s ease 3 2 ( t) 2t 3t

28 Provide linear (constant velocity) middle segment ease(t) f k t k / )) 2 2 (sin( 2 ( 1 1 f k t k 1) / 2 / ( 1 f k k t k k k k / )) ) 2(1 ) ( sin( 2 ) (1 2 / ( ) ( k k k k f EIEO : Sinusoidal Piecewise

29 EIEO : Sinusoidal Piecewise

30 EIEO : Constant Acceleration

31 EIEO : Constant Acceleration

32 EIEO : Constant Acceleration

33 EIEO : Constant Acceleration Piecewise Sinusoid Constant Acceleration

34

35 Keyframing with Ease-in/Ease out Action Transitions

36 Keyframing with Ease-in/Ease out Combining actions

37 Keyframing with Ease-in/Ease out Directing/initiating actions and their transition

38

39 Rigging Skeleton = bones Geometry = skin

40 Rigging

41 Rigging Rigid Bind: Points on geometry get same transforms as bones Smooth Bind: Average weights of bones Weights controlled by user or based on distance from joint

42 Free-form deformation Deformation of the lattice then implicitly defines a deformation of the space. Track positions of key points within the deformed sequence of lattices.

43 Free-form deformation Example, single line... Get object Draw polyline Map vertices to polyline Warp polyline s L d Reposition vertices to polyline

44 Free-form deformation

45 Free-form deformation Interior angle bisectors Perpendiculars at end points

46 Free-form deformation

47 Grid Deformation Overlay 2D grid on top of object Map object vertices to grid cells (create local coordinate system) User distorts 2D grid vertices Object vertices are remapped to local coordinate system of 2D grid by using bilinear interpolation

48 Grid Deformation

49 Grid Deformation 0.8 For each vertex Identify cell Local u,v coorindate 0.5

50 Grid Deformation P01 Pu1 P11 Bilinear interpolation Pu0 = (1-u)*P00 + u*p10 Pu1 = (1-u)*P01 + u*p11 Puv = (1-v)*P0u + v*p1u P00 Pu0 P01

51 Grid Deformation

52 Grid Deformation

53 Free-Form Deformations Define local coordinate system for deformation T U S

54 FFD position of point T U S

55 FFD - 3D example

56 Rigging Deform a character arm

57 Rigging issues

58 Rigging - advanced Other bindings Muscles bulge How to set up? Automation Compute skeleton from model Issues Joint distance problems Creases

59

60 Keyframing Complete control Quality relies on skilled animator

61

62 Procedural Animation Rule based animation that changes/evolves over time. Types of procedural systems: Function-based Animating with noise Grammars and fractals

63 Procedural Animation Function-based Animating with mathematical rules sine, cos, exp, ln, etc. Often depends on geometry Scripting

64 Animating with noise Perlin invents noise What is noise()? A 'random' function that has statistical properties perceived by the human visual system to include 'appropriate' detail at a variety of scales.

65 Animating with noise Noise adds lifelike feel to models and movement Powerful tool in layering and combining Must model constraints explicitly Animators skill play a heavy hand in success

66 Yoichiro Kawaguchi

67 Procedural Animation Animation example with kinematics Procedural motion Hip, knee, ankle Rules turn on and off prescribed curves (scaled sin,cos) to create walk cycle

68 Particle systems Animating complicated systems with many small elements and simple rules Very common method for doing many effects: water spray, explosions, fireworks Rules can include: Distribution rate Movement Color, size, shape Life span, age-related changes

69 Particle systems Moving particles (X, V)

70 Particle dynamics Newtonian particles: f = m a a = dv/dt = d 2 x/dt 2 (X, V) Given f, find the position x so we integrate Can use a simple approximation: v t+1 = a t Dt + v t x t+1 = v t Dt + x t But physics isn t necessary for particles

71 Particle systems Procedural Applying an acceleration to the particles procedural types include: Random accelerations Acceleration toward/away from a point Acceleration toward/away from a line Spirals, Vortices, Tornadoes Particles move in a coherent fashion to produce overall effect Other prescribed motions (sin(t), etc.)

72 Rendering particle effects

73

74 Particle systems Rigging to kinematic model Starting from particle, "rig" follows Procedurally add walk cycle based on velocity turning radius

75 Particle systems Rigging to kinematic model

76 Particle systems Rigging to kinematic model Starting from particle, "rig" follows Procedurally add walk cycle based on velocity turning radius How to animate legs?

77

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