Animation. Motion over time

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Transcription:

Animation

Animation Motion over time

Animation Motion over time Usually focus on character animation but environment is often also animated trees, water, fire, explosions,

Animation Motion over time Usually focus on character animation but environment is often also animated trees, water, fire, explosions, Could be physically realistic, or stylized

Traditional Character Animation Lead animator draws sparse key frames Secondary artists fill in (by hand) the intermediate frames: inbetweening

Computer Character Animation How to inbetween automatically? Linear interpolation?

Computer Character Animation How to inbetween automatically? Linear interpolation? No

Computer Character Animation How to inbetween automatically? Need way to parameterize motion

Handle-Based Animation Pick special points (handles) on object Moving handles moves nearby points

Joint-Based Animation Extend this idea to line segments: set of bones inside a character is called a rig we will discussing rigging in detail next lecture

Cage-Based Animation Surround object with animation cage Moving the cage moves interior points

Simplest Cage: Triangle Use barycentric interpolation

Simplest Cage: Triangle Use barycentric interpolation

Simplest Cage: Triangle Use barycentric interpolation

Simplest Cage: Triangle Use barycentric interpolation For every pixel: find its barycentric coordinates look up point with same coordinates on undeformed shape copy pixel at that point

Polygonal Cages Must generalize barycentric coordinates to arbitrary polygons

Polygonal Cages Must generalize barycentric coordinates to arbitrary polygons Many ways to do this: generalized barycentric coordinates not unique

Generalized Barycentric Coords Partition of unity: why important?

Generalized Barycentric Coords Partition of unity: Reproduces the verts:

Polygonal Cages Other properties: 1. Weights must be positive inside the polygon (or get leaks)

Polygonal Cages Other properties: 1. Weights must be positive inside the polygon (or get leaks) 2. Weights must unique (or get flips)

Polygonal Cages Other properties: 1. Weights must be positive inside the polygon (or get leaks) 2. Weights must unique (or get flips) 3. Smooth 4. Easy to compute

Many Possible Schemes Wachspress Coordinates Mean-value Coordinates Green Coordinates Bounded Biharmonic Weights

Cage-Based Animation Extends to 3D from 2D naturally

Cage-Based Animation Extends to 3D from 2D naturally Full control, but not intuitive

Character Rigs Skeletons inside the geometry moving bones moves surrounding geometry the industry standard for character animation how to build rig?

Building a Rig Usually done by hand using Maya etc. Expressiveness/complexity tradeoff

Building a Rig Some automatic tools exist [Pinocchio] [Mixamo]

Building a Rig Some automatic tools exist [Pinocchio] [Mixamo] Work well for humans/humanlike objects Not so impressive for arbitrary characters

Representing a Rig Tree of bones connected by joints bones have two endpoints first attached to parent

Joint Local Coordinates Origin O at joint location Coordinate axes: initially, same as world

Joint Local Coordinates Origin O at joint location Coordinate axes: initially, same as world

Joint Local Coordinates Child bone can be expressed in terms of parent coordinate system offset translation in joint 1 s coordinates

Joint to World Coordinates In local coordinates:

Joint to World Coordinates In local coordinates: In world coordinates:

Joint to World Coordinates In local coordinates: In world coordinates:

Articulating the Joints Represent motion by a rotation per joint

Deformed Joint to World In local coordinates: In world coordinates:

Forward Kinematics changing also changes child coordinate systems

Skinning Moving bones moves the character Closer bones have more influence We will discuss the details on Thursday

Other 3D Animation Techniques Anatomy-based animation simulate the tendons and muscles Most correct motion Restricted to real animals Slow

Other 3D Animation Techniques Faces are hard to rig: many muscles instead, precompute a small set of basis deformations blend between them (blendshapes)

Other 3D Animation Techniques Faces are hard to rig: many muscles instead, precompute a small set of basis deformations blend between them (blendshapes) knobs not always intuitive

Other 3D Animation Techniques SCAPE: data-driven statistical model of human body shapes rig a mean template human once by hand for an arbitrary human, transfer the rig by fitting to a SCAPE model works well only for (nearly) naked humans