Animation. Pat Hanrahan

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Transcription:

Page 1 Animation Pat Hanrahan Information Motion Action and events Story and/or process

Page 2 Overview Motion Problems with animation Techniques for animation Fundamental principles Disney Animation, F. Thomas & O. Johnston Film Grammar of the Film Language, D. Arijon Sequential art / stills Understanding Comics, S. McCloud Motion and Action

Motion as a Visual Cue Psi effect Discrete frames merge to smooth motion Flicker fusion Dominant (stronger than color, shape, ) Pre-attentive / sensitive to motion at periphery Triggers orientation response Motion parallax like stereopsis (rocking) Segments by common affine transformation Example: Common fate Object constancy Example: Animated transitions Motion grouped hierarchically Biological motion recognizable Michotte [1946] Perceived effect Causal relationship p1 No relationship p2 Some relationship p3-1.0-0.5 0.0 0.5 1.0 Time relative to contact (seconds) http://www.carleton.ca/~warrent/210/lecture03/a%20michotte/michotte.htm Page 3

Page 4 Animation Four-stroke combustion cycle Four-stroke combustion cycle http://auto.howstuffworks.com/engine3.htm Questions

Page 5 Problems Cannot simultaneously attend to multiple motions Segmenting motion into objects, events, actions Understanding and inferring causality Difficult to estimate paths and trajectories Motion is fleeting and transient Anthropomorphizing physical motion may be confusing or lead to incorrect conclusions Tversky et al. 2002 Rotary Engine Rotary engine http://travel.howstuffworks.com/rotary-engine4.htm Animation vs. interactive animation

Page 6 Pythagorean Theorem Thompson-Riding experiment Group 1: Static diagram Group 2: Discrete steps Group 3: Continuous motion Group 3 outperformed 1 and 2 Examples Blinn s animation Interactive proof

Page 7 Geometric Proofs Pythagorean theorem [from Tufte 90] Film Grammar: Shots To Sequences

Page 8 Shots Definition: A shot is a continuous piece of film Types: Distance [Figures 3.1-3.6] Close-up Close shot Medium shot Full shot Long shot Background, foreground Over the shoulder Point of view Edits Types: Single master shot Master shot inter-cut with shorter takes Two interwoven master shots Parallel action [p. 9] Action and reaction Question and answer

Page 9 Matched Cuts By position [Figure 3.7] By movement [Figure 3.8] By direction of look [Figure 3.9] Examples Figure 9.1 Continuous motion Figure 10.1 Cutting after vertical movement Figure 10.2 Cutting after downward move. Figure 10.9 Cutting before turn Figure 11.34 Cutting upon entry Figure 11.56 Cutting when going thr. Door Figure 12.2 Horizontal motion Figure 14.2 Insert cut for recognition Figure 16.18 North by Northwest

Page 10 Sequences Definition: Spatially or temporally contiguous Snow White [p. 218-220] 1. Introduction: Queen and Mirror; Snow White in courtyard; arrival of Prince. 2. Queen orders Snow White s death; Snow White and huntsman. 3. Panic in the woods; Snow White meets animals; they take her to dwarfs cottage and help clean house. 4. Dwarfs in mine; match home and find something in their house. 5. Discover Snow White; agree to let her stay. 6. Dwarfs wash up for dinner; scrub Grumpy. 7. Queen turns into a witch. 8. Dwarfs entertain Snow White; she sings for them; dwarfs give her their bedroom. 9. Witch prepares poisoned apple; leaves for cottage. 10. Dwarfs leave for work, after warning Snow White. 11. DROPPED 12. DROPPED 13. Snow White making pies; witch arrives and enters house. 14. Animals warn dwarfs; they return too late; Snow White poisoned; witch falls off cliff. 15. Dwarfs cry at Snow White s bier. 16. Glass coffin; Prince comes; Snow White awakens and goes away with Prince. Sequential Art [Comics]

Page 11 From Frame to Frame [McCloud] 1. Moment to moment 2. Action to action 3. Subject to subject 4. Scene to scene 5. Aspect to aspect 6. Non-sequitur p. 70-77 Disney Animation

Fundamental Principles 1. Squash and stretch Example of the bouncing ball [p. 19] 2. Anticipation Example of Oswald reaching into his pocket [p. 20] 3. Staging Example of country mouse doing one thing at a time [p. 22] 4. Straight-ahead vs. Post-to-pose 5. Follow through and overlapping action 6. Slow-in and slow-out 7. Arcs 8. Secondary action 9. Timing 10. Exaggeration 11. Solid drawing 12. Appeal Summary Convey motion, action, story, process Problems Divided attention Segmentation into actions and events Transient Techniques Edit shots into sequences Spatial-temporal montage Sequence of stills very effective Effective animation? Slithy? Page 12