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Reading Required: Animation principles CSE 457 Winter 2014 John Lasseter. Principles of traditional animation applied to 3D computer animation. Proceedings of SIGGRAPH (Computer Graphics) 21(4): 35-44, July 1987. Recommended: Frank Thomas and Ollie Johnston, Disney animation: The Illusion of Life, Hyperion, 1981. Michael Comet tutorial (source for the ball and green bug examples in this lecture): http://www.cometcartoons.com/3ddocs/charanim/index.html 1 2 1

Character animation Goal: make characters that move in a convincing way to communicate personality and mood. Walt Disney developed a number of principles. Computer graphics animators have adapted them to 3D animation. 3 4 2

Andre and Wally B. Luxo Jr. 5 6 3

Animation Principles The following are a set of principles to keep in mind: 1. Squash and stretch 2. Staging 3. Timing 4. Anticipation 5. Follow through 6. Overlapping action 7. Secondary action 8. Straight-ahead vs. pose-to-pose vs. blocking 9. Arcs 10. Slow in, slow out 11. Exaggeration 12. Appeal Squash and stretch Squash: flatten an object or character by pressure or by its own power. Stretch: used to increase the sense of speed and emphasize the squash by contrast. Note: keep volume constant! We will consider each... 7 [Lasseter] 8 4

Squash and stretch (cont d) Squash and stretch (cont d) [Lasseter] [Thomas and Johnston] 9 10 5

Squash and stretch (cont d) Squash and stretch (cont d) [Thomas and Johnston] 11 12 6

Staging Present the idea so it is unmistakably clear. Audience can only see one thing at a time. Useful guide: stage actions in silhouette. Timing An action generally consists of anticipation, the action, and the reaction. Don't dwell too long on any of these. Timing also reflects the weight of an object: light objects move quickly heavier objects move more slowly Timing can completely change the meaning of an action. In dialogue, characters face 3/4 towards the camera, not right at each other. 13 14 7

Timing (cont d) Timing (cont d) Animation by Ken Perlin. [Thomas and Johnston] 15 16 8

Anticipation An action has three parts: anticipation, action, reaction. Anticipation (cont d) Amount of anticipation (combined with timing) can affect perception of speed or weight. Anatomical motivation: a muscle must extend before it can contract. Prepares audience for action so they know what to expect. Directs audience's attention. 17 18 9

Follow through Actions seldom come to an abrupt stop. Physical motivation: inertia 19 20 10

Follow through (cont d) Overlapping action One part intiates ( leads ) the move. Others follow in turn. Hip leads legs, but eyes often lead the head. Loose parts move slower and drag behind (sometimes called secondary motion ). Overlaps can apply to intentions. Example: settling into the house at night. Close the door Lock the door Take off the coat etc... Each action doesn't come to a complete finish before the next starts. 21 22 11

The Wrong Trousers Jurassic Park 23 24 12

Secondary action An action that emphasizes the main point but is secondary to it. 25 26 13

Straight-ahead vs. pose-to-pose vs. blocking Straight-ahead vs. pose-to-pose vs. blocking (cont d) Straight ahead: proceed from frame to frame without planning where you want to be in ten frames. Can be wild, spontaneous. Pose-to-pose: Define keyframes and "inbetweens". Blocking: Computer graphics animators adaptation Start key-framing at the top of the hierarchy. Refine level by level. Keyframes for different parts need not happen at the same time. Screenshot from Maya 27 28 14

Arcs Slow in and slow out Avoid straight lines since most things in nature move in arcs. An extreme pose can be emphasized by slowing down as you get to it (and as you leave it). In practice, many things do not move abruptly but start and stop gradually. 29 30 15

Animation for images Slow in slow out in Photobios http://grail.cs.washington.edu/photobios/ Exaggeration Get to the heart of the idea and emphasize it so the audience can see it. [Kemelmacher et al. SIGGRAPH 11] 31 32 16

Appeal Appeal (cont d) The character must interest the viewer. Note: avoid perfect symmetries. It doesn't have to be cute and cuddly. Design, simplicity, behavior all affect appeal. Example: Luxo, Jr. is made to appear childlike. [Lasseter] 33 [Thomas and Johnston] 34 17

Appeal (cont d) Note: avoid perfect symmetries. Animation artifact Animation artifact One artifact per group. Aim for 60 seconds shorter is usually better. Don t make an animation that feels like slow motion! Snapshot due by 5pm Wednesday, March 12 Nothing fancy, just something that will help people remember which artifact was yours during voting. Artifact due by 9am Thursday, March 13 Audio is permitted, though optional. Artifact voting: In-class voting on Thursday, March 13 Runners-up: mystery prizes 35 36 18

Animation production Bug s Life: Storyboards More broadly animation is about making movies and encompasses: Story Art design Modeling Cinematography Motion Rendering 37 38 19

Bug s Life: Modeling, Layout Bug s Life: Animation 39 40 20

Bug s Life: Shaders and Lighting 41 21