CSC418 Computer Graphics n Animation Principles n Keyframe Animation.

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Presentation transcript:

CSC418 Computer Graphics n Animation Principles n Keyframe Animation

Principles of Traditional Animation n Developed largely during the early days of the Disney studio n Great reference: The Illusion of Life: Disney Animation by Frank Thomas and Ollie Johnston

Principles of Traditional Animation From “Principles of Traditional Animation Applied to 3D Computer Animation” by John Lasseter, SIGGRAPH 87 1.Timing nSpace actions to show mass and personality of characters 2.Slow In and Out nSpacing of inbetween frames to achieve subtlety of timing and movement 3.Anticipation 4.Follow Through and Overlapping Action 5.Arcs nVisual path of action

Principles of Traditional Animation 6.Secondary Action nAction of an object resulting from the motion of another action 7.Squash and Stretch 8.Straight Ahead Action and Pose-To-Pose Action 9.Staging nPresent an idea so that it is unmistakably clear 10.Exaggeration 11.Appeal

What can be animated? n Lights n Camera n Articulated figures n Deformable figures n Clothing n Skin/muscles n Wind/water/fire/smoke n Hair n Any variable n Given the right time scale, most things…

Keyframing in Cel Animation Key frames n Key poses of an animation sequence n Show important story element or pose n Drawn by lead or senior animator n Capture the general impact of a scene In-betweens n All the cels drawn “in-between” the key frames n Complete the flow of the motion n Normally drawn by junior artist, an “in-betweener” n “in-betweener” may also clean up the keyframes

Keyframing in Computer Animation n Based on same idea as in cel animation n Animator specifies keyframes n Computer interpolates between them to create in-between frames n Early keyframe system developed by Burtnyk and Wein working at NFB

Interpolation n Linear variation of control variables n Cubic splines n Ease-in ease-out curves –E.g. sine based n Track a path in space n Arc length reparmaterization, velocity curves to control timing

Articulated Figures n Represented as a hierarchy of transformation matrices n Root node specifies world coordinates of figure (usually at hip) n Joints normally have 1, 2 or 3 rotational degrees of freedom (DOF) n 3 dof –Gimbal joint (locks) –Ball joint (quaternions)

More on Joint Hierarchies

Forward and Inverse Kinematics n Kinematics: The study of motion when only position and velocity are considered. n Forward Kinematics –Position is specified by setting value for each dof –Hard to achieve world space constraints –Movement flow (relatively) easy to control n Inverse Kinematics –Specify world space constraints that one or more parts of the skeleton must achieve –Solve for joint angles to achieve these –Good for meeting world space constraints (!), but movement flow can be a problem –Most skeletons are highly redundant, so problem is underconstrained

Forward and Inverse Kinematics n Consider the above two joint, planar arm. Forward kinematics gives: n Inverting these equations gives the inverse kinematics equations:

What makes IK interesting? n For real characters, most IK problems are highly underconstrained n System is redundant n Subspace of solutions satisfies constraints n What solutions satisfy animator’s goals?

What more is there to animation? Coming later to a lecture hall near you… n Physical simulation n Spring Mass systems n Motion Capture n Behavioral Animation

Now… n Videos!

Next lecture n 3D Transformations