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

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Transcription:

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

2 Outline Principles of animation Keyframe interpolation Rigging, skinning and walking

PRINCIPLES OF CHARACTER ANIMATION ~1930, Studios Disney The Illusion of Life

4 1 Squash & Stretch

1 Squash & stretch

6 2 Timing

2 Timing

8 3 Anticipation

Anticipation example

4 Staging 10 «Present the idea so that it is unmistakably clear»

11 5 Straight-ahead & pose to pose action

12 6 Follow-through et Overlapping

13 7 Slow in & Slow out

14 8 Arcs

15 9 Exaggeration

16 10 Secondary actions

11 Appeal

12 Personality

Interpolation of translation

Hermite polynomials

Catmull-Rom splines

Timing curves

Bezier curves, B-splines and NURBS Bezier: Piece-wise polynomials with tangent continuity B-splines: control points, arcs and curves NURBS: piece-wise rational curves, i.e. projective splines in projective coordinates

Three-dimensional interpolation

Interpolation of rotations Cannot interpolate matrices Compute R = R T 1 R 2 Compute axis and angle Interpolate angles

Quaternion interpolation

Quaternion interpolation

Spherical interpolation SLERP : Interpolation on the sphere of unit quaternions LERP : Linear interpolation then normalization US patent by Budge (2007): Fast approximation to the spherical linear interpolation function

Equivalence between Euler angles and quaternions

Rigid motion interpolation Screw Theory : we can represent any movement of a solid body by a single operation which combines both the rotation and the translation.! As Plucker coordinates.! As Dual Quaternions.! Using Motor Theory based on Clifford Algebra.

Slow-in and slow-out

Camera interpolation 3 translations (dollies) 3 rotations : pan left/ right, up/do Field of view is controlled by zoom = focal length

Camera interpolation Screen motion is the composition of camera and actor motion Coordinate camera and actor s movements

Rigging and skinning How do we apply kinematics and dynamics to character animation?! Skeleton/armature and kinematics! Skin and flesh: skinning, smooth skinning, muscles, fat, wrinkles! Clothing : particle systems, finite elements

Animation and interpolation Keyframe animation How to interpolate motion between keyframes

Articulated motion

Articulated motion

Articulated and rigid motion Motion of body part is rigid! In the parent s frame! In the word frame Rigid motion can be represented as a 3 x 4 matrix

Skinning We have a structure of bones, organized as a kinematic tree Problem : how do we animation the «skin» of characters given the motion of their bones? Rigid skinning : each body part is modeled as a rigid body! P(v i )= T f P 0 (v i ) where T is the bone transformation

Smooth skinning Also known as «Skeleton Subspace Deformation» Skin vertices move as a result of several body part motions! P(v i )= (sum_f w if T f )P 0 (v i )! Normalized weights : sum_f w if = 1)! CVertex weights can be computed automatically! For example w if = 1/d 2 if Or weights can be drawn by «painting» the skin

Interpolation of matrices Transformation matrix T f = [SR t] with 12 parameters Non independent 3 translations, 3 rotations, 3 re-scalings Better to control them separately Automatic weight computation Wang et Philips, Multi-weight enveloping: least-squares approximation techniques for skin animation, SCA 2002

Bone Heat Weighting!!!!!! Automatic Rigging and Animation of 3D Characters Ilya Baran and Jovan Popovic, SIGGRAPH 2007.

Examples

Quaternion interpolation!!!!! Skinning with Dual Quaternions Ladislav Kavan, Steven Collins, Jiri Zara, Carol O'Sullivan. Symposium on Interactive 3D Graphics and Games, 2007.

Cage deformations Build a cage around bones (armatures)

Case study : animation of walking

Walking cycle

Finite State Machine

Contact The walk usually starts with the feet at the extended position where the feet are furthest apart. This is the point where the character s weight shifts to the forward foot.

Recoil As the weight of the body is transferred to the forward foot, the knee bends to absorb the shock. This is called the recoil position, and is the lowest point in the walk.

Passing This is halfway through the first step. As the character moves forward, the knee straightens out and lifts the body it s highest point. This is called the passing position because this is where the free foot passes the supporting leg.

High point As the character moves forward, the weight-bearing foot lifts off the ground at the heel, transmitting the force at the ball of the foot. This is where the body starts to fall forward. The free foot swings forward like a pendulum to catch the ground.

Contact The free leg makes contact. This is exactly half the cycle. The second half is an exact mirror of the first. If it differs, the character may appear to limp.

Foot placement and synchronisation

From footprints to animation

From footprints to animation

From footprints to animation

Control

Walking style Physics Aesthetics Expressivity Goal-driven High-level control

Combined direct and inverse kinematics Principle: using available data on human walk correct constraint violations using inverse kinematics Advantage: data may model a realistic gait

Controling and editing the walk cycle Coach-trainee metaphor Can also be used to learn walking styles

71 Conclusion Principles of animation Keyframe interpolation Rigging, skinning and walking Next: readings in computer animation