Feature-length films: Games: Desktop Animations: Computer Animation.

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Presentation transcript:

Feature-length films: Games: Desktop Animations: Computer Animation

Computer Animation motion control Keyframing: “hand-crafted” animation Digitized motion: Motion Capture (mocap) Procedural animation: algorithms to control movement

Computer Animation Production

Keyframing Digital equivalent to traditional, hand-drawn animation Animator designs ‘keys’ Selects interpolation technique and sets timing System does what traditionally was done by low-paid trainees - automatically computes in- between frames

Keyframes

Keyframe…anything Transformations: scale, rotate, translate Shape: squash and stretch Color: e.g. of a flame Image (morphing) Any attribute or parameter

Principles of Animation Arcs Slow-in and slow-out Straight ahead Anticipation Exaggeration Staging Squash and stretch Timing Secondary Action Follow through and overlapping action Appeal Solid drawing Physics Aesthetics Technical approach Effective presentation

Interpolation Linear or cubic (e.g. Hermite, Bezier, etc.) Interpolation of orientation (rotation) takes special care: quaternions Need to estimate arc-length Control acceleration/deceleration: ease-in, ease-out

Mocap Several technologies: optical, mechanical, magnetic Research on ‘markerless’ mocap Hard to ‘retarget’ to new figure or imaginary creature

Mocap

Procedural Animation Set initial conditions - run simulation Control is an issue Computational cost (e.g. real-time) is an issue

Kinematics of articulated figures Forward kinematics Inverse kinematics Pseudo-inverse of the Jacobian Cyclic Coordinate Descent others…

Kinematics of articulated figures

Physically based simulation Kinematics v. Dynamics Forces & mass -> acceleration -> velocity -> position Point mass, particle system Rigid body dynamics: add rotational dynamics: inertia tensor & torques Flexible body animation: elastic collisions

Forces Gravity Spring Viscosity: damping Friction: static & kinetic Wind field Impulse force of contact Fictional forces

Forces -> Update Integration Numerical integration Runge-Kutta, Implicit Euler, etc.

Spring-damper-mass system Collection of point masses connected by springs and dampers Model cloth, flexible body dynamics Tricky to set constants and connections

Spring-damper-mass system

Particle system Collection of point masses No interaction between point masses Interact with environment

Particle system

Rigid body dynamics Inertia tensor Conservation of momentum Coefficient of restitution Impulse force of collision

Forward dynamics of articulated linkage Featherstone equations Traverse linkage forming inertia tensor

Human figure animation Kinematics of walking, reaching, sitting, standing Motion capture Modeling muscles - appearance, dynamics Dynamics of grasping, handling, lifting

Human figure animation

Facial animation Expressions Lip-sync animation Emotion

Behavioral animation Flocking Prey-preditor model Crowds Emotion Personality