CS475/CS675 - Computer Graphics. Lecture 16: Principles of Animation

Similar documents
Richard Williams Study Circle Handout: Disney 12 Principles of Animation. Frank Thomas & Ollie Johnston: The Illusion of Life

How Animation is Generated

Animation principles. Character animation. Reading. Goal: make characters that move in a convincing way to communicate personality and mood.

Animation principles. Reading. Character animation. Animation Principles. Brian Curless CSE 457 Spring 2013

Reading. Animation principles. Character animation. Animation Principles

Animation principles. Reading. CSE 457 Winter Required:

Reading. Animation principles. Character animation. Goal: make characters that move in a convincing way to communicate personality and mood.

Animation principles. Character animation. Reading. Goal: make characters that move in a convincing way to communicate personality and mood.

Animation principles. Character animation. Reading. Goal: make characters that move in a convincing way to communicate personality and mood.

Reading. Animation principles. Required:

Computer Animation INF2050

Animation Principles CSE 457

CS770/870 Spring 2017 Animation Basics

CS770/870 Spring 2017 Animation Basics

Animations. Hakan Bilen University of Edinburgh. Computer Graphics Fall Some slides are courtesy of Steve Marschner and Kavita Bala

Animation. Traditional Animation Keyframe Animation. Interpolating Rotation Forward/Inverse Kinematics

Keyframe Animation. Animation. Computer Animation. Computer Animation. Animation vs Modeling. Animation vs Modeling

UNIVERSITY OF CALIFORNIA College of Engineering Department of Electrical Engineering and Computer Sciences Computer Science Division CS 294-7

COMP371 COMPUTER GRAPHICS

2D 3D CHARACTER COMPUTER ANIMATION ANIMATION INFORMATISÉE 2D 3D SECONDARY NIVEAU SECONDAIRE

Animation. CS 4620 Lecture 33. Cornell CS4620 Fall Kavita Bala

Computer Graphics. Si Lu. Fall uter_graphics.htm 11/27/2017

A bouncing ball squashes on its vertical axis and stretches on the horizontal axis as it strikes the ground.

The Principles of Animation "When we consider a new project, we really study it... not just the surface idea, but everything about it.

The 3D rendering pipeline (our version for this class)

12 basic principles of animation

COMPUTER ANIMATION 3 KEYFRAME ANIMATION, RIGGING, SKINNING AND CHARACTER ANIMATION. Rémi Ronfard, Animation, M2R MOSIG

3D Character animation principles

Computer Animation. Michael Kazhdan ( /657) HB 16.5, 16.6 FvDFH 21.1, 21.3, 21.4

CS/INFO 4154: Analytics-driven Game Design

Computer Animation Fundamentals. Animation Methods Keyframing Interpolation Kinematics Inverse Kinematics

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.

Computer Animation. Conventional Animation

Computer Animation. AYBU - CENG505 Advanced Computer Graphics

Basics of Motion Generation

CS230 : Computer Graphics Lecture 12: Introduction to Animation. Tamar Shinar Computer Science & Engineering UC Riverside

Diploma in Graphics Design. Examinations for / Semester 1

Blender 3D Basics. Ch. 1

CNM 190 Advanced Digital Animation Lec 12 : Walk Cycles & Autonomous Motion

Perception. Animation. Jacqueline Fischer

Computer Animation. Courtesy of Adam Finkelstein

San Joaquin County Office of Education Career & Technical Education Digital Animation ~ Course Outline CBEDS#: 5798

2D & 3D Animation NBAY Donald P. Greenberg March 21, 2016 Lecture 7

Animation. CS 465 Lecture 22

Reviewing Principles and Elements of Animation for Motion Capture-based Walk, Run and Jump

Computer Graphics. Spring Feb Ghada Ahmed, PhD Dept. of Computer Science Helwan University

2D ANIMATION SOFTWARE Which is Best?

Vehicle Project. Ethan Steele CGD

Animation in the Interface

2D Animation Principles Assignment List

COMPETITORS HANDBOOK / MANUEL DES CONCURRENTS 2D 3D CHARACTER COMPUTER ANIMATION ANIMATION INFORMATISÉE 2D 3D SECONDARY / NIVEAUX SECONDAIRE

Animation Lecture 10 Slide Fall 2003

CS559: Computer Graphics

Animation. CS334 Fall Daniel G. Aliaga Department of Computer Science Purdue University

Tradigital Maya. A CG Animator s Guide to Applying the Classic Principles of Animation

Gordon Foulkes, Aryn Gunn, Mike Schoenhals, Graham Scott, Dennis Wong. Port Moody Secondary, Terry Fox, Gleneagle, Dr.

Exploring Believable Character Animation Based on Principles of Animation and Acting Principles

2D Animation Principles Week 1

Animation. Pat Hanrahan

THE TWELVE PRINCIPLES OF ANIMATION 1. SQUASH AND STRETCH 2. TIMING

Upcoming Deadlines. ArtPhysics123.pbworks.com. Second Homework (Mini-portfolio): Due Monday, February 8 th ; Due Wednesday, February 10 th ;

Stop-Motion Animation

Case Study: The Pixar Story. By Connor Molde Comptuer Games & Interactive Media Year 1

BCA502 GRAPHICS & MULTIMEDIA UNIT-IV

MODELING AND ANIMATION

Theories & Principles of Animation

199: Natural world and CG: modeling. Karan Singh

Animation. CS 4620 Lecture 32. Cornell CS4620 Fall Kavita Bala

Innovations Project Report. Traditional 2D Animation

Animation 1: Learn To Animate Cartoons Step By Step (Cartooning, Book 1) By Preston J. Blair READ ONLINE

Character animation Christian Miller CS Fall 2011

Three-Dimensional Computer Animation

The Animator's Survival Kit Pdf - Book Library The Animator's Survival Kit: A Manual Of Methods...

UNIVERSITY OF CALICUT SCHOOL OF DISTANCE EDUCATION BGDA (UG SDE) IV SEMESTER. CORE COURSE Modeling & Animation QUESTION BANK

Last Time? Animation, Motion Capture, & Inverse Kinematics. Today. Keyframing. Physically-Based Animation. Procedural Animation

Animator Friendly Rigging Part 2b

Character Animation COS 426

Using LightWave s Motion Blur to Achieve a Hand Drawn Line Effect:

Last Time? Inverse Kinematics. Today. Keyframing. Physically-Based Animation. Procedural Animation

A2D - 2D Animation

animation projects in digital art animation 2009 fabio pellacini 1

Course outline. Code: DES231 Title: Animation and Visualisation Design

Vehicle Project. Adam Beckett

Academic / Common Core Standards. Key Assignments/ Common Assessments

[PDF] Stop Staring: Facial Modeling And Animation Done Right

Introduction. About me. About the book. About the book. Why a book? Introducing Character Animation with Blender. About me About the book

D animation. Advantages of 3-D3. Advantages of 2-D2. Related work. Key idea. Applications of Computer Graphics in Cel Animation.

Week 5: Assignment: Animation

Why animate humans? Why is this hard? Aspects of the Problem. These lectures. Animation Apreciation 101

Beginners Guide Maya. To be used next to Learning Maya 5 Foundation. 15 juni 2005 Clara Coepijn Raoul Franker

Animation. HCID 520 User Interface Software & Technology

Animation. 8 GB of RAM. Table of Contents

3D Animation DESCRIPTION. EXAM INFORMATION Items

Animation. CS 4620 Lecture 19. Cornell CS4620 Fall 2013 Lecture Steve Marschner (with previous instructors James/Bala)

Homework 2 Questions? Animation, Motion Capture, & Inverse Kinematics. Velocity Interpolation. Handing Free Surface with MAC

Computer Animation I. Kerlow sections 2.4, 10.1, 6.3, 6.6 and chapter 7. Optional BG reading: Kerlow chapter 1.

A3D - 3D Animation

Last Time? Animation, Motion Capture, & Inverse Kinematics. Today. Keyframing. Physically-Based Animation. Procedural Animation

From within the Timewarp interface, a mapping from Render Frame to Scene Frame is set through the Frame warp expression or graph.

6.3 How to create a short animation film Letting a good story find you

Transcription:

CS475/CS675 - Computer Graphics Lecture 16:

Animation The term animation has a Greek (animos) as well as Roman (anima) root, meaning to bring to life. Ratatouille, Pixar Animation Studios, 2007. Spirited Away, Studio Ghibli, 2001. 2

Animation Series of pictures of objects/characters in motion Displayed at some rate 25 fps, 29.97 fps, 30 fps, 60fps... Examples Flip Books Stop Motion (Claymation) Traditional Hand Drawn Animation (Cel Animation) Computer-assisted Keyframing Motion Capture Simulation 3

Animation Series of pictures of objects/characters in motion Displayed at some rate 25 fps, 29.97 fps, 30 fps, 60fps... Examples Flip Books Stop Motion (Claymation) Traditional Hand Drawn Animation (Cel Animation) Computer-assisted Keyframing Motion Capture Simulation 4

Character Animation Traditional Cell Animation, hand drawn, 2D Lead Animator for keyframes http://animation.about.com/od/fashanimationtutorials/ss/fash31detanim2.htm 5

Character Animation Traditional, hand drawn animation Lead Animator for keyframes and many secondary animators for the in-betweens http://animation.about.com/od/fashanimationtutorials/ss/fash31detanim2.htm 6

Character Animation Traditional, hand drawn animation Keyframing @24fps how many drawings for a 2 hour movie? http://animation.about.com/od/fashanimationtutorials/ss/fash31detanim2.htm 7

"Illusion Of Life" by Frank Thomas & Ollie Johnston, Hyperion Press, (ISBN 0-7868-6070-7), 1981. Principles of Traditional Animation Applied to 3D Computer Animation, John Lasseter, SIGGRAPH 1997. 8

Characters composed of living flesh do not move rigidly (muscle flex, skin sags, etc.) Preservation of volume is key Disney animators demonstrate it here with a half-filled bag of flour. "Illusion Of Life" by Frank Thomas & Ollie Johnston, Hyperion Press, (ISBN 0-7868-6070-7), 1981. 9

Squash and Stretch Weight is given to the ball using timing. Add squash and stretch to further define the motion and show the speed of the ball. A 2D representation of motion blur "Illusion Of Life" by Frank Thomas & Ollie Johnston, Hyperion Press, (ISBN 0-7868-6070-7), 1981. 10

Squash and Stretch "Illusion Of Life" by Frank Thomas & Ollie Johnston, Hyperion Press, (ISBN 0-7868-6070-7), 1981. Approximately maintain volume...but drastically change physical characteristics over time. 11

Anticipation "Illusion Of Life" by Frank Thomas & Ollie Johnston, Hyperion Press, (ISBN 0-7868-6070-7), 1981. Tell the audience what you are going to do before you do it. Can be as simple as facial expressions or as broad as a body wind-up. What is Donald about to do? 12

Staging Cartoon Animation, Preston Blair, Walter Foster, 1984 A principle borrowed from the theatre stage. Try to make actions to be clear in silhouette. Character posing and placing the camera is the key. 13

Straight Ahead and Pose to Pose "Illusion Of Life" by Frank Thomas & Ollie Johnston, Hyperion Press, (ISBN 0-7868-6070-7), 1981. Two ways to animate a scene. Start with an idea in mind and draw all frames until done. Good for frantic motion such as a character jumping around in excitement. Draw the key frames first. Fill in the in-betweens. 14

Follow Through and Overlapping Action Everything does not have to stop once a pose is reached. The way the action is completed tells us a great deal about a character. In some sense this is the opposite of anticipation... tell the audience what happened! "Illusion Of Life" by Frank Thomas & Ollie Johnston, Hyperion Press, (ISBN 0-7868-6070-7), 1981. 15

Follow Through and Overlapping Action "Illusion Of Life" by Frank Thomas & Ollie Johnston, Hyperion Press, (ISBN 0-7868-6070-7), 1981. 16

Slow In and Slow Out Animator specifies the primary or key frames which are most important. In order to stress these frames, move slowly away from one key frame, quickly in the in-between frames, and slowly into the next frame. Most time is spent on/near the key frames. http://minyos.its.rmit.edu.au/aim/a_notes/inbetweens_01.html 17

Arcs Motion in straight lines is often not organic. Most human motion happens on curved trajectories or arcs. The Animator's Survival Kit, Richard Williams, Faber & Faber, 2002 18

Arcs Motion in straight lines is often not organic. Most human motion happens on curved trajectories or arcs. Cartoon Animation, Preston Blair, Walter Foster, 1984 19

Timing The number of drawings determine the amount of time it takes on the screen no in-betweens: character hit with a huge force and his head is nearly snapped off two : nervous tic, muscle spasm five: Come on...hurry seven: tries to get a better look at something ten: stretches a sore neck Timing for animation, Harold Whitaker, John Halas, Focal Press, 2002 20

Exaggeration Exaggerate to make the action more believable. Realism and believability are difficult to achieve. Convey emotions. Cartoon Animation, Preston Blair, Walter Foster, 1984 21

Secondary Action Action aside from that of the primary character. Must not distract the audience. "Illusion Of Life" by Frank Thomas & Ollie Johnston, Hyperion Press, (ISBN 0-7868-6070-7), 1981. 22

Solid Drawing and Appeal Characters are solid have weight in the real world. Appeal is what makes people want to look at a character. "Illusion Of Life" by Frank Thomas & Ollie Johnston, Hyperion Press, (ISBN 0-7868-6070-7), 1981. 23

How does all this lead to animation? 24

25

26

27

28

Character animation 29

30

How about 3D Characters? 31

The same principles apply. 32

Character Animation A character in 3D is just like us. http://www.okino.com/conv/skinning.htm 33

Character Animation A character in 3D is just like us. Inside they have a skeleton made up of rigid bones. 34

Character Animation A character in 3D is just like us. Inside they have a skeleton made up of rigid bones. Outside is a skin. 35

Character Animation A character in 3D is just like us. Inside they have a skeleton made up of rigid bones. Outside is a skin mesh. 36

Character Animation A character in 3D is just like us. Inside they have a skeleton made up of rigid bones. Outside is a skin mesh. The skin mesh can be very detailed has additional elements to capture look of the character. http://udn.epicgames.com/three/ut3customcharacters.html 37

Character Animation A character in 3D is just like us Inside they have a skeleton made up of rigid bones. Outside is a skin mesh. Parts of the skin are associated to the bones. 38

Character Animation A character in 3D is just like us. Inside they have a skeleton made up of rigid bones. Outside is a skin mesh. Parts of the skin are associated to the bones. We move the bones to move the skin. http://www.okino.com/conv/skinning.htm 39

Character Animation But how do we move the bones? Manually Mimic a performer 40