1Notes  Make sure you are working on assignment 0  Textbook reference for splines:  Section 3.1 and Appendix B4.

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Presentation transcript:

1Notes  Make sure you are working on assignment 0  Textbook reference for splines:  Section 3.1 and Appendix B4

2 Animation Principles  Disney and co. developed certain principles (starting in the 1930’s) for making good animation  Fluid, natural, realistic motion  Effective in telling the story  Developed for traditional 2d cel animation, but equally applicable to all sorts of animation  This course is mostly about the underlying technology for computer animation, but these are still important to have in mind

3 Classic Principles  Squash and Stretch  Timing  Anticipation  Staging  Follow-Through and Secondary Motion  Overlapping Action and Asymmetry  Slow In and Slow Out  Arcs  Exaggeration  Appeal  Straight-Ahead and Pose-to-Pose

4 Squash and Stretch  Rigid objects look robotic---let them deform to make the motion more natural and fluid  Accounts for physics of deformation  Think tennis ball…  Communicates to viewer what the object is made of, how heavy it is, …  Usually large deformations conserve volume: if you squash one dimension, stretch in another to keep mass constant  Also accounts for persistence of vision  Fast moving objects leave an elongated streak on our retinas

5 (squash and stretch cont’d)

6Timing  Pay careful attention to how long an action takes -- how many frames  How something moves --- not how it looks --- defines its weight and mood to the audience  Also think dramatically: give the audience time to understand one event before going to the next, but don’t bore them

7Anticipation  The preparation before a motion  E.g. crouching before jumping, pitcher winding up to throw a ball  Often physically necessary, and indicates how much effort a character is making  Also essential for controlling the audience’s attention, to make sure they don’t miss the action  Signals something is about to happen, and where it is going to happen

8Staging  Make the action clear  Avoid confusing the audience by having two or more things happen at the same time  Select a camera viewpoint, and pose the characters, so that visually you can’t mistake what is going on  Clear enough you can tell what’s happening just from the silhouettes (highest contrast)

9 Follow-Through and Secondary Motion  Again, physics demands follow-through -- the inertia that’s carried over after an action  E.g. knees bending after a jump  Also helps define weight, rigidity, etc.  Secondary motion is movement that’s not part of the main action, but is physically necessary to support it  E.g. arms swinging in jump  Just about everything should always be in motion - “moving hold”  Animator has to give the audience an impression of reality, or things look stilted and rigid

10 Overlapping Action and Asymmetry  Overlapping action: start the next action before the current one finishes  Otherwise looks scripted and robotic instead of natural and fluid  Asymmetry: natural motion is rarely exactly the same on both sides of the body, or for 2+ characters  People very good at spotting “twins”, synchronization, etc.  Break up symmetries to avoid scripted or robotic feel

11 Slow In and Out  Also called “easing in” and “easing out”  More physics: objects generally smoothly accelerate and decelerate, depending on mass and forces  Just how gradual it is helps define weight, mood, etc.  Also helpful in emphasizing the key frames, the most important or “extreme” poses  Character spends more time near those poses, and less time in the transition  Audience gets better understanding of what’s going on

12Arcs  Natural motions tend not to be in straight lines, instead should be curved arcs  Just doing straight-line interpolation gives robotic, weird movement  Also part of physics  gravity causes parabolic trajectories  joints cause circular motions  etc.  Keep motion smooth and interesting

13Exaggeration  Obvious in the old Loony Tunes cartoons  Not so obvious but necessary ingredient in photo-realistic special effects  If you’re too subtle, even if that is accurate, the audience will miss it: confusing and boring  Think of stage make-up, movie lighting, and other “photo surrealistic” techniques  Don’t worry about being physically accurate: convey the correct psychological impression as effectively as possible

14Appeal  Make animations that people enjoy watching  Appealing characters aren’t necessarily attractive, just well designed and rendered  All the principles of art still apply to each still frame  E.g. controlling symmetry - avoid “twins”, avoid needless complexity  Present scenes that are clear and communicate the story effectively

15 Straight Ahead vs. Pose-to-Pose  The two basic methods for animating  Straight Ahead means making one frame after the other  Especially suited for rapid, unpredictable motion  Pose-to-Pose means planning it out, making “key frames” of the most important poses, then interpolating the frames in between later  The typical approach for most scenes

16Extremes  Keyframes are also called extremes, since they usually define the extreme positions of a character  E.g. for a jump:  the start  the lowest crouch  the lift-off  the highest part  the touch-down  the lowest follow-through  The frames in between (“inbetweens”) introduce nothing new---watching the keyframes shows it all  May add additional keyframes to add some interest, better control the interpolated motion

17 Computer Animation  The task boils down to setting various animation parameters (e.g. positions, angles, sizes, …) in each frame  Straight-ahead: set all variables in frame 0, then frame 1, frame 2, … in order  Pose-to-pose: set the variables at keyframes, let the computer smoothly interpolate values for frames in between  Can mix the methods:  Keyframe some variables (maybe at different frames), do others straight-ahead

18Layering  Work out the big picture first  E.g. where the characters need to be when  Then layer by layer add more details  Which way the characters face  Move their limbs and head  Move their fingers and face  Add small details like wrinkles in clothing, hair, …

19 Splines and Motion Curves

20 Motion Curves  The most basic capability of an animation package is to let the user set animation variables in each frame  Not so easy --- major HCI challenges for designing an effective user interface  We’ll ignore these issues though  The next is to support keyframing: computer automatically interpolates in-between frames  A motion curve is what you get when you plot an animation variable against time  Computer has to come up with motion curves that interpolate your keyframe values

21Splines  Splines are the standard way to generate a smooth curve which interpolates given values  A spline curve (sometimes just called spline) is just a piecewise-polynomial function  Split up the real line into intervals  Over each interval, pick a different polynomial  If the polynomials are small degree (typically at most cubics) it’s very fast and easy to compute with

22 Knots and Control Points  The ends of the intervals, where one polynomial ends and another one starts, are called “knots”  A control point is a knot together with a value  The spline is supposed to either interpolate (go through) or approximate (go near) the control points

23 Hermite Splines  Hermite splines have even richer control points: as well as a function value, a slope (derivative) is specified  So the Hermite spline interpolates the control values and must match the control slopes at the knots  Particularly useful for animation---more control over slow in/out, etc.

24Smoothness  Each polynomial in a spline is infinitely differentiable (very smooth)  But at the junction between two polynomials, the spline isn’t necessarily even continuous!  We need to enforce constraints on the polynomials to get the degree of smoothness we want  Polynomial values match: continuous (C 0 )  Slopes (first derivatives) match: C 1  Second derivatives match: C 2  Etc.

25 Example: piecewise linear spline  Restrict all polynomials to be linear  f(t)=a i (t-t i )+b i in [t i, t i+1 ]  Enforce continuity: make each line segment interpolate the control point on either side  a i (t i -t i )+b i =y i and a i (t i+1 -t i )+b i =y i+1  Solve to get  a i =(y i+1 -y i )/(t i+1 -t i ) b i =y i  End result: straight line segments connecting the control points  C 0 but not C 1

26 More smoothness  To do better, we need higher degree polynomials  For motion curves, cubic splines basically always used  We now have three main choices:  Hermite splines: interpolating, up to C 1  Catmull-Rom: interpolating C 1  B-splines: approximating C 2

27 Cubic Hermite Splines  Our generic cubic in an interval [t i,t i+1 ] is  q i (t) = a i (t-t i ) 3 +b i (t-t i ) 2 +c i (t-t i )+d i  Make it interpolate endpoints:  q i (t i )=y i and q i (t i+1 )=y i+1  And make it match given slopes:  q i ’(t i )=s i and q i ’(t i+1 )=s i+1  Work it out to get

28 Hermite Basis  Rearrange the solution to get  That is, we’re taking a linear combination of four basis functions  Note the functions and their slopes are either 0 or 1 at the start and end of the interval

29 Breaking Hermite Splines  Usually just specify one slope at each knot  But a useful capability: use a different slope on each side of a knot  We break C 1 smoothness, but gain control  Can create motions that abruptly change, like collisions

30 Catmull-Rom Splines  This is really just a C 1 Hermite spline with an automatic choice of slopes  Use a 2nd order finite difference formula to estimate slope from values  For equally spaced knots, simplifies to

31 Catmull-Rom Boundaries  Need to use slightly different formulas for the boundaries  For example, 2nd order accurate finite difference at the start of the interval:  Symmetric formula for end of interval  Which simplifies for equal spaced knots: