CS770/870 Spring 2017 Animation Basics

Similar documents
CS770/870 Spring 2017 Animation Basics

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

COMP371 COMPUTER GRAPHICS

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

Computer Animation Fundamentals. Animation Methods Keyframing Interpolation Kinematics Inverse Kinematics

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

Computer Animation. Courtesy of Adam Finkelstein

Basics of Motion Generation

Animation Lecture 10 Slide Fall 2003

Reading. Animation principles. Required:

Animation. CS 465 Lecture 22

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

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

Perception. Animation. Jacqueline Fischer

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

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

Computer Animation INF2050

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

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

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

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

animation projects in digital art animation 2009 fabio pellacini 1

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

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

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

Computer Animation. Conventional Animation

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

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.

Reading. Animation principles. Character animation. Animation Principles

3D Character animation principles

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

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

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

Computer Animation. AYBU - CENG505 Advanced Computer Graphics

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

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

Animation principles. Reading. CSE 457 Winter Required:

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

Interactive Computer Graphics

Animation. Representation of objects as they vary over time. Traditionally, based on individual drawing or photographing the frames in a sequence

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.

To Do. History of Computer Animation. These Lectures. 2D and 3D Animation. Computer Animation. Foundations of Computer Graphics (Spring 2010)

Character Animation COS 426

Animation Principles CSE 457

MODELING AND HIERARCHY

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

CS559 Computer Graphics Fall 2015

Announcements: Quiz. Animation, Motion Capture, & Inverse Kinematics. Last Time? Today: How do we Animate? Keyframing. Procedural Animation

Welcome to CS 231. Topics in Computer Animation. Victor Zordan EBU II 337

Motion Capture & Simulation

Keyframe Animation. Computer Animation. Outline. Computer Animation. Keyframe Animation. Keyframe Animation

Computer Animation. Algorithms and Techniques. z< MORGAN KAUFMANN PUBLISHERS. Rick Parent Ohio State University AN IMPRINT OF ELSEVIER SCIENCE

Vehicle Project. Ethan Steele CGD

Animation, Motion Capture, & Inverse Kinematics. Announcements: Quiz

Animation II: Soft Object Animation. Watt and Watt Ch.17

C O M P U T E R G R A P H I C S. Computer Animation. Guoying Zhao 1 / 66

Animation COM3404. Richard Everson. School of Engineering, Computer Science and Mathematics University of Exeter

CS559: Computer Graphics

Diploma in Graphics Design. Examinations for / Semester 1

Animation. Pat Hanrahan

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

Theories & Principles of Animation

Animation Essentially a question of flipping between many still images, fast enough

Lecture 18 of 41. Scene Graphs: Rendering Lab 3b: Shader

Kinematics and Orientations

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

Chapter 9 Animation System

CS/INFO 4154: Analytics-driven Game Design

Animator Friendly Rigging Part 2b

Character Animation 1

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

COMP 175 COMPUTER GRAPHICS. Lecture 10: Animation. COMP 175: Computer Graphics March 12, Erik Anderson 08 Animation

Character Animation. Presented by: Pam Chow

animation computer graphics animation 2009 fabio pellacini 1 animation shape specification as a function of time

Computer Graphics I Lecture 11

animation computer graphics animation 2009 fabio pellacini 1

Using Flash Animation Basics

2D Animation Principles Assignment List

Animation. Computer Graphics COMP 770 (236) Spring Instructor: Brandon Lloyd 4/23/07 1

MODELING AND ANIMATION

3D Animation DESCRIPTION. EXAM INFORMATION Items

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

Images from 3D Creative Magazine. 3D Modelling Systems

CS 231. Basics of Computer Animation

A simple example. Assume we want to find the change in the rotation angles to get the end effector to G. Effect of changing s

Learning Autodesk Maya The Modeling & Animation Handbook. Free Models From Turbo Squid Value US $ Official Autodesk Training Guide

Manipulator trajectory planning

Introduction to Virtual Environments - Spring Wernert/Arns. Lecture 4.2 Animation & Interaction

Maya Muscle Advanced Techniques

History. Early viewers

Modeling the Virtual World

Articulated Characters

Chapter 19- Object Physics

AMSTERDAM BOSTON HEIDELBERG LONDON NEW YORK OXFORD PARIS SAN DIEGO SAN FRANCISCO SINGAPORE SYDNEY TOKYO F ^ k.^

Shape modeling Modeling technique Shape representation! 3D Graphics Modeling Techniques

Motion Synthesis and Editing. Yisheng Chen

Karen Liu associate professor at School of Interactive Computing. Murali Varma graduate student at School of Interactive Computing

2D ANIMATION SOFTWARE Which is Best?

Transcription:

Preview CS770/870 Spring 2017 Animation Basics Related material Angel 6e: 1.1.3, 8.6 Thalman, N and D. Thalman, Computer Animation, Encyclopedia of Computer Science, CRC Press. Lasseter, J. Principles of traditional animation applied to 3D computer animation, Siggraph 87. Wikipedia Overview Traditional animation Keyframe animation Procedural animation Motion paths Articulated animation Collision detection Dynamics Animation languages Animation systems 03/01/17 CS770/870 Spring 2017 Bergeron 1 2 Traditional Animation Overview Traditional animation process Animator creates a storyboard that outlines the story Just enough sketches to be able to summarize the story Animator draws a series of key frames identify all important poses among characters and objects in every scene Junior artists draw all the in between key frames called inbetweening or tweening pre-viewing done with flip charts and incomplete images each frame generated and photographed separately first done with pencil drawings when all is ready, final color drawings done 3 Two ½ D Scene background doesn t change much (or at all) from frame to frame; why re-draw it? Draw background separately Draw foreground on transparent celluloid sheet Mount foreground over the background and photograph Called cel animation (began in 1915) Multiplane cameras evolved from cel animation Disney built 7-plane camera in 1937 planes at varying distances apart, can slide in plane for panning scenes painted in oils on the glass used in Snow White and later classics 2 neighboring planes moving in opposite directions can give impression of rotation 4

Disney 7-plane camera 1937 Principles of Traditional Animation * http://www.michaelspornanimation.com CS770/870 Fall 2015 Bergeron 5 Squash and stretch: shape distortion Timing: can affect sense of object and personality Anticipation: sets up expectation of coming action Staging: presenting an idea so it is unmistakably clear Follow through and overlapping action: make end of an action very clear as well as its relation to next action. Straight-ahead action and pose-to-pose action: choices Slow in and out: varying inbetween spacing changes effect Arcs: visual path for action needs to be natural Exaggeration: helps to clarify action, make it more real Secondary action: one action leads to another Appeal: hardest part *Lasseter, J., Principles of traditional animation applied to 3D computer animation, Siggraph 87. 6 Squash and Stretch Rigid shape during motion isn t very realistic Better to exaggerate near discontinuities Squash and Stretch 2 Squash and stretch can also make fast action more realistic and less jerky or strobing Top image: slow movement; overlap makes animation smooth Middle image: very fast motion; can get strobing or jerky motion Bottom image: stretching object so frame positions overlap yields same speed, but smoother CS770/870 Fall 2015 Bergeron 7 8

Timing Matters a Lot Speed of action can make huge difference in perceived meaning of the action Audience should anticipate an action understand the action and what it means see and understand the reaction to the action Too much time for any or all of these, audience loses attention Too little time, audience misses the action or its effects Timing defines the weight of an object heavy objects accelerate and decelerate more slowly Timing and Emotion Emotional state of a character can be inferred from timing as much as anything. Consider two key frames of a head: one looking over left shoulder, the other over the right 0 inbetweens: head hit by tremendous force 1 inbetween: head hit by brick or rolling pin 2 inbetweens: character has a nervous tic or muscle spasm 3 inbetweens: character is dodging a brick 4 inbetweens: character is giving a brisk order: Move it! 5 inbetweens: character is more friendly: Come on over 6 inbetweens: character sees a beautiful woman or a hunk 7 inbetweens: character tries to get a better look at something 8 inbetweens: character is searching for something 9 inbetweens: character is deep in thought 9 10 Actions Every action should have 3 parts: anticipation, staging, reaction Anticipation include something to be sure audience is looking at the right character for the action that is to occur Staging present the action so its goal is completely clear only one idea at a time Follow through and overlapping action the action should complete with any appropriate follow through and lead to the next action with reasonable overlap Slow In and Out Uniform spacing isn t realistic vary inbetween timing and use squash and stretch 11 12

Traditional Computer Animation Image-based Keyframe Animation Computer animation software provides tools for interactive specification and previewing of 2D, 2 1 / 2 D and 3D animation 3D tools are now very powerful Originally were 3 major approaches Image-based key frame animation Parametric key frame animation Procedural animation 13 Identify corresponding points in adjacent key frames K 1 Linearly interpolate the p 1 intervening positions. Easy to do, once you have correspondences Linear interpolation is not very realistic; cubic splines often used Can get more shape changes by introducing new points p 2 p 3 p 5 p 4 2/3 of the way from K 1 to K 2 All points move down to the right, p 4 also moves in 1/3 of the way from K 1 to K 2 K 2 p 2 p 1 p 4 14 p 5 p 3 Parametric Keyframe Animation Can also interpolate parameters of the model rather than just location information Parameters could represent almost anything: position: x(t), y(t), z(t) size: radius(t) visualization parameters: color, texture mapping, etc. Each key frame needs to identify the parametric value(s) associated with it, so can interpolate between them Generally, some form of spline interpolation is preferred, often cubic 15 Procedural Animation The motion/shape/characteristics of an object can be controlled by a procedure (or procedures). A motion procedure is invoked once per frame and it determines the new parameters for the object for that frame: can use physically correct equations of motion that take weight, gravity, mass, speed, etc. into account can use physically impossible shape transformations (morphing) can use anything you can program! 16

Motion Paths An object may need to follow a specified path in space perhaps, pre-defined perhaps, generated dynamically based on conditions Speed could be constant determined procedurally based on the path (is it going uphill or downhill? is it rough terrain or smooth terrain?) based on other factors such as visibility, other objects, etc. Is the path on a surface or in space? Does the path imply the object s orientation? Motion Path Example Consider a simple motion path defined by a sequence of positions in space: P i = (x i, y i, z i ) Draw a (spline?) curve through the points Move an object s position along the curve at some speed which translates to distance per frame Can use tangent to the curve to rotate the object so it is heading along the curve Relatively easy to create a parametric quadratic or cubic spline through these points and have the object follow the curve 17 18 Camera Animation Often desirable to move a camera through a scene Specify a motion path for the eye point Specify how other parameters (such as those in glulookat) should change with respect to the eye could have the eye to lookat vector be tangent to the curve could have the lookat point be fixed location Articulated animation Consider a hierarchically defined complex object whose parts can move separately (humanoid) Entire body can be moving Parts can be moving as well some parts may be determining the body motion (legs) some parts may move independent of the body motion, but are still constrained characteristics of the model How is it done at the low level? Based on a scene graph hierarchy Some nodes in hierarchy are joints with degrees of freedom represented by joint angles Joint transformations cannot violate constraints on joint angles 19 20

Collision detection Collision detection is a big deal in real-time brute force is n 2 problem need to use hierarchical bounding box and spatial subdivision techniques special care needs to be taken for small fast objects They could pass over another object in one frame Need a test to make sure that the path of an object does not intersect another object in the frame Kinematic Motion Specification Kinematics, or forward kinematics calculate new position of each (part of) an object based on its current position, motion specification and constraints Inverse kinematics given current position of articulated body, and desired final position (like a key frame) and the constraints, calculate intermediate positions example: animator interactively positions the hand at desired next position, software calculates the required joint angles for the hand, the forearm, the upper arm, the shoulder, etc. requires nonlinear programming 21 22 Dynamics Kinematics and inverse kinematics do not take physics into account (accept via joint constraints) mass, gravity, inertia, friction, etc. More realistic animation is achieved by creating software to simulate these physical laws Advanced Topics Animation languages and systems Motion capture animation Autonomous behavior avoidance/attraction heuristics swarming other group behavior Event-driven procedural animation Real-time animation virtual worlds Facial animation Morphing 23 24