Animation by Adaptation Tutorial 1: Animation Basics

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Transcription:

Animation by Adaptation Tutorial 1: Animation Basics Michael Gleicher Graphics Group Department of Computer Sciences University of Wisconsin Madison http://www.cs.wisc.edu/graphics

Outline Talk #1: Basics What is character animation? How do we represent motion? Where does motion come from? What is Motion Adaptation about? Talk #2: Problems in Motion Adaptation Constraint-based Motion Adaptation Spacetime and PFIK+F approaches Lurking Issues Online problems

Objectives Where s the math? Slides/presentation light on math details My goal is to give you a feeling for the problems we are trying to address. Get you interested/intrigued enough to follow up (discussion, read papers) Enough back Besides, too hard to make slide with equations

What is Animation? Bringing something to life Making something move A uniquely expressive art form Independent control over form and movement both are expressive! A young, but well evolved, art form (approximately 100 years)

What is Animation? (2) Traditionally film Cartoons, watched passively Beginning to mean new things Interactive (games, help systems, virtual environments) Mix into live action Means of production in more people s hands

Why Motion? Most unique aspect of animation Heart of animation People have least experience with Hardest to do (art & math) My personal favorite problem High quality standards

Animation Appreciation 101 Luxo Jr. Pixar, 1986 J. Lasseter (dir) First computer animation nominated for an Academy Award Notable character animation It s the motion! (well, it looks good too)

Why is this so hard? We are good at looking at motion! Motion is very expressive Mood, activity, personality, But those attributes are subtle What makes a motion sad? Realistic? We lack vocabulary Talk about motion with metaphor

The Dream: Animation Everywhere! Animation is great Expressive, appealing, Flexibility and control But it is still the realm of experts Non-experts need different tools Not the same as making it easier for experts Need to generate dynamically in response to interaction

What Motion Are we Talking About? What is a Character? Roughly: Human-like forms Or animal-like Fixed set of parameters Current pose defined by a vector p?? n Not continuum (water), large number of parameters (cloth),

What are those parameters? How do we model a human? Humans are quite complex

Fortunately, we don t care about details Gross Body Motion Overall movement Small details hidden Under clothing Under simplified drawing models View from far enough away Chains of rigid segments

Animation Apreciation 101 Brilliance (Sexy Robot) Robert Abel and Associates, 1985 Early motion capture Early computer graphics look (chrome) Final Fantasy Square Studios, 2001 Realistic, animated, human characters Hollowman Sony Imageworks (effects), 2000 Complex human models, terrible dialog

Abstractions 206 bones, muscles, fat, organs, clothing, 206 bones, complex joints 53 bones Kinematic joints

Abstractions vs. Reality (skeletons vs. humans) Representation of complex human structure with varying degrees of simplification Simple Pin Joint Complex tendon and bone system

Even the Elbow is complex! Copyrighted image deleted Image 3 joints of the elbow From the Anatomy Coloring Book

Standard simplified models of humans Small numbers of degrees of freedom for gross motion Articulated figures Kinematic joints Why this?

Abstraction of Human Motion Question of Approximating DOF s Some number of connected, rigid pieces (usually) Kinematic joints

Representations of Pose Angle vs. positional data Choices in rotations Global vs. relative Hierarchical vs. non-hierarchical Skeletal vs. Non-Skeletal

Rotations The animation hacker s nemesis 3D rotations are a pain to represent Have a unique topological structure Cannot be embedded in Rn without singularity Several methods used for in animation, all have pros and cons Matrices Quaternions Euler Angles Exponential Coordinates

Hierarchical Representation Common way to represent articulated figures Root = pos, angle Joint angles relative to parent s coordinate system

Good Points of Hierarchical Skeletons Enforce key constraints Connected segments Rigid limbs Fewer Dof s Only store angles between segments Easy for skinning Local coordinate systems defined

Bad Points of Hierarchical Need 3D rotations Coupled parameters End effector controls require IK Forces rigidity Problems with reference Different ways of defining things

How to Maximize Good / Minimize Bad Custom character setup (have right DOFs) Well chosen joint sets (placement and type) and controls (IK / FK) Good: make characters that animator can control Bad: no uniformity/standardization important if motion from outside source important if want to build libraries / reuse motions Everybody has a different skeleton

How do skeletons differ? Obvious ways? Topology number of bones Connectivity of bones Joint Types Bone lengths Anatomical / skin relations Is spine in middle of body, or up the back?

What is a motion (2) A motion maps times to configurations m(t)???? n Vector-valued, timevarying signal But remember that we have angles! May not be R n signal (p) Time (t)

How to represent these functions? Dense samples Key poses and interpolation How traditional animators do it Smart interpolation Procedures / Computational methods???

Representation h-(t-x) 2 Many ways to represent a motion Different creation methods yield different representations Equivalent (in terms of output)

Representation Matters h-(t-x) 2 Different representations respond differently to change Different changes are convenient with different representations

Three main ways to make motion Create it by hand Compute it Capture it from a performer And increasingly Re-use an existing motion (don t make it at all)

Creating Motion by Hand: Keyframing Skilled animators place key poses Computer in-betweens Requires incredible amounts of talent But can be done extremely well Verdict: Produces the highest quality results, at a very high cost

Computing Motion: Procedural and Simulation Define algorithms to create motions Ad-hoc rules, or simulate physics Physics provides realism But how do you control it? Verdict: Good for secondary effects, not for characters (yet)

Motion Capture and Performance Animation Use sensors to record a real person Get high-degree of realism Which may not be what you want... Possibility for real-time performance Verdict: Good for realistic human motions. Scary to animators.

Animation from Observation Not (just) Motion Capture Capturing the motion is only one part of the process There are other reasons to capture motions Medical Surveillance Sports performance Don t look at capture as a silver bullet

Motion Capture Technology: Optical Tracking User markers and special cameras Tracking + Math

Animation Appreciation 101 Michael Jackson s Ghost Digital Domain, 1997 (?) Detailed Motion Capture Recognizable motion Skeleton is OK

Motion Capture Technology: Video An interesting and open problem Limited information But seemingly enough Problem can be arbitrarily hard Or easy if you make assumptions Video is surprisingly bad

Motion is tough And it s not just motion capture s problem Motion Capture Sample every frame No No structure. No No intent. lots lots of of data! Dense samples can represent rich frequency content Noise, sensor errors Hand Animation Data at at Keyframes Structured? Remember why? Maybe lots lots of of data. Good animators create complex frequency content Quality takes work Hard for academics to obtain quality hand animation

Mocap Pipeline Plan Shoot Process Apply Motion Capture is a misunderstood technology Good for what its good for Not necessarily easy or cheap Must be done with great care

Processing Pipeline Raw Data identify clean cleanup Clean Marker Data Solve to Skeleton Clean Skeletal Data Define Character Define Character Controls Define Skeleton Application Animation Data Retargeting& Control Mapping Clean Skeletal Data

What is performed is almost never what we want Animation: bring something to life means we want to change something about the performance Actor vs. character Restrictions of realism Performers aren't perfect Need for usable data (loops, reference poses,...) Studio is not virtual world Motion re-use sometimes we are stuck with what we have

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