Animation. CS 465 Lecture 22

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Transcription:

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

What is animation? Modeling = specifying shape Animation = specifying shape as a function of time Just modeling done once per frame? Need smooth, concerted movement Controlling shape = the technical problem Using shape controls = the artistic problem

Approaches to animation Straight ahead Draw/animate one frame at a time Can lead to spontaneity, but is hard to get exactly what you want Pose-to-pose Top-down process: Plan shots using storyboards Plan key poses first Finally fill in the in-between frames

Pose-to-pose animation planning First work out poses that are key to the story Next fill in animation in between

Keyframe animation Keyframing is the technique used for pose-to-pose animation Head animator draws key poses just enough to indicate what the motion is supposed to be Assistants do in-betweening and draws the rest of the frames In computer animation substitute user and animation software Interpolation is the principal operation

[Bryce Tutorial http://www.cadtutor.net/dd/bryce/anim/anim.html] Keyframe animation

[Christopher Lutz http://www.animationsnippets.com] Walk cycle

Controlling geometry conveniently Could animate by moving every control point at every keyframe This would be labor intensive It would also be hard to get smooth, consistent motion Better way: animate using smaller set of meaningful degrees of freedom (DOFs) Modeling DOFs are inappropriate for animation E.g. move one square inch of left forearm Animation DOFs need to be higher level E.g. bend the elbow

[Greenberg/Pellacini CIS 565] Character with DOFs

[CIS 565 staff] Rigged character Surface is deformed by a set of bones Bones are in turn controlled by a smaller set of controls The controls are useful, intuitive DOFs for an animator to use

The artistic process of animation What are animators trying to do? Important to understand in thinking about what tools they need Basic principles are universal across media 2D hand-drawn animation 2D computer animation 3D computer animation (The following slides follow the examples from Michael Comet s very nice discussion on the page: http://www.comet-cartoons.com/toons/3ddocs/charanim/ )

[Michael B. Comet] Animation principles: timing Speed of an action is crucial to the impression it makes examples with same keyframes, different times: 60 fr: looking around 30 fr: no 5 fr: just been hit

[Michael B. Comet] Animation principles: ease in/out Real objects do not start and stop suddenly animation parameters shouldn t either straight linear interp. ease in/out a little goes a long way (just a few frames acceleration or deceleration for snappy motions)

[Michael B. Comet] Animation principles: moving in arcs Real objects also don t move in straight lines generally curves are more graceful and realistic

[Michael B. Comet] [Michael B. Comet] Animation principles: anticipation Most actions are preceded by some kind of wind-up

[Michael B. Comet] Animation principles: exaggeration Animation is not about exactly modeling reality Exaggeration is very often used for emphasis

[Michael B. Comet] Animation principles: squash & stretch Objects do not remain perfectly rigid as they move Adding stretch with motion and squash with impact: models deformation of soft objects indicates motion by simulating exaggerated motion blur

[Michael B. Comet] [Michael B. Comet] Animation principles: follow through We ve seen that objects don t start suddenly They also don t stop on a dime

[Michael B. Comet] Anim. principles: overlapping action Usually many actions are happening at once

Animation principles: staging [Michael B. Comet] Want to produce clear, good-looking 2D images need good camera angles, set design, and character positions

[Michael B. Comet] Principles at work: weight

Extended example: Luxo, Jr.

Computer-generated motion Interesting aside: many principles of character animation follow indirectly from physics Anticipation, follow-through, and many other effects can be produced by simply minimizing physical energy Seminal paper: Spacetime Constraints by Witkin and Kass in SIGGRAPH 1988

Controlling shape for animation Start with modeling DOFs (control points) Deformations control those DOFs at a higher level Example: move first joint of second finger on left hand Animation controls control those DOFs at a higher level Example: open/close left hand Both cases can be handled by the same kinds of deformers

Rigid motion: the simplest deformation Move a set of points by applying an affine transformation How to animate the transformation over time? Interpolate the matrix entries from keyframe to keyframe? This is fine for translations but bad for rotations

Parameterizing rotations Euler angles Rotate around x, then y, then z Problem: gimbal lock If two axes coincide, you lose one DOF Unit quaternions A 4D representation (like 3D unit vectors for 2D sphere) Good choice for interpolating rotations These are first examples of motion control Matrix = deformation Angles/quaternion = animation controls

Hierarchies and articulated figures Robot assignment as an example Small number of animation controls control many transformations Constraint: the joints hold together Robotics as source of math. Methods Forward kinematics Inverse kinematics

Articulation in robotics a. rectangular or cartesian b. cylindrical or post-type c. spherical or polar d. joint-arm or articulated e. SCARA (selective compliance assembly robot arm)

Motion capture A method for creating complex motion quickly: measure it from the real world [thanks to Zoran Popović for many visuals]

[Final Fanatsy] Motion capture in movies

Motion capture in movies [The Two Towers New Line Productions]

Motion capture in games

Magnetic motion capture Tethered Nearby metal objects cause distortions Low freq. (60Hz)

Mechanical motion capture Measures joint angles directly Works in any environment Restricts motion

Optical motion capture Passive markers on subject Retroreflective markers Cameras with IR illuminators Markers observed by cameras Positions via triangulation

Optical motion capture 8 or more cameras Restricted volume High frequency (240Hz) Occlusions are troublesome

From marker data to usable motion Motion capture system gives inconvenient raw data Optical is least information case: accurate position but: Which marker is which? Where are the markers are relative to the skeleton?

Motion capture data processing Marker identification: which marker is which Start with standard rest pose Track forward through time (but watch for markers dropping out due to occlusion!) Calibration: match skeleton, find offsets to markers Use a short sequence that exercises all DOFs of the subject A nonlinear minimization problem Computing joint angles: explain data using skeleton DOFs A inverse kinematics problem per frame!

Motion capture in context Mocap data is very realistic Timing matches performance exactly Dimensions are exact But it is not enough for good character animation Too few DOFs Noise, errors from nonrigid marker mounting Contains no exaggeration Only applies to human-shaped characters Therefore mocap data is generally a starting point for skilled animators to create the final product

Basic surface deformation methods Mesh skinning: deform a mesh based on an underlying skeleton Blend shapes: make a mesh by combining several meshes Both use simple linear algebra Easy to implement first thing to try Fast to run used in games The simplest tools in the offline animation toolbox

Mesh skinning A simple way to deform a surface to follow a skeleton [Sébastien Dominé NVIDIA]

Mesh skinning math: setup Surface has control points p i Triangle vertices, spline control points, subdiv base vertices Each bone has a transformation matrix M j Normally a rigid motion Every point bone pair has a weight w ij In practice only nonzero for small # of nearby bones The weights are provided by the user

Mesh skinning math Deformed position of a point is a weighted sum of the positions determined by each bone s transform alone weighted by that vertex s weight for that bone [Lewis et al. SIGGRAPH 2000]

Mesh skinning Simple and fast to compute Can even compute in the vertex stage of a graphics pipeline Used heavily in games One piece of the toolbox for offline animation Many other deformers also available

Mesh skinning: classic problems Surface collapses on the inside of bends and in the presence of strong twists Average of two rotations is not a rotation! Add more bones to keep adjacent bones from being too different, or change the blending rules. [Lewis et al. SIGGRAPH 2000]

Blend shapes Another very simple surface control scheme Based on interpolating among several key poses Aka. blend shapes or morph targets [3D Studio Max example]

Blend shapes math Simple setup User provides key shapes that is, a position for every control point in every shape: p ij for point i, shape j Per frame: user provides a weight w j for each key shape Must sum to 1.0 Computation of deformed shape Works well for relatively small motions Often used for for facial animation Runs in real time; popular for games