feature-length films : games : desktop animations:
DESCRIPTION
Feature-length films : Games : Desktop Animations:. Computer Animation motion control. Keyframing: “hand-crafted” animation Digitized motion : Motion Capture (mocap) Procedural animation: algorithms to control movement. Computer Animation Production. Keyframing. - PowerPoint PPT PresentationTRANSCRIPT
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Feature-length films:
Games:
Desktop Animations:
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Computer Animationmotion control
Keyframing: “hand-crafted” animation
Digitized motion: Motion Capture (mocap)
Procedural animation: algorithms to control movement
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Computer Animation Production
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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
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Keyframes
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Keyframe…anything Transformations: scale, rotate, translate Shape: squash and stretch Color: e.g. of a flame Image (morphing) Any attribute or parameter
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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
Efective presentation
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Interpolation Linear (yawn) 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
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Interpolation
Show 683 lab
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Mocap Several technologies: optical, mechanical, magnetic
Research on ‘markerless’ mocap
Hard to ‘retarget’ to new figure or imaginary creature
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Mocap
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Procedural Animation Set initial conditions - run simulation
Control is an issue
Computational cost (e.g. real-time) is an issue
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Kinematics of articulated figures
Forward kinematics
Inverse kinematics Pseudo-inverse of the Jacobian Cyclic Coordinate Descent others…
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Kinematics of articulated figures
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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
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Forces
nsf fkf
)( restLengthlengthkf s
Gravity Spring Viscosity: damping Friction: static & kinetic Wind field Impulse force of contact Fictional forces
221
dmmGf
)( restLengthlengthkf d
nkf fkf
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Forces ->
tatvtv )()1( Update
Integration
Numerical integration Runge-Kutta, Implicit Euler, etc.
mfa
maf
tvtptp )()1(
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Spring-damper-mass system
Collection of point masses connected by springs and dampers
Model cloth, flexible body dynamics
Tricky to set constants and connections
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Spring-damper-mass system
lkllkf drests )(
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Spring-damper-mass system
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Spring-damper-mass system
Show example animation
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Particle system Collection of point masses
No interaction between point masses
Interact with environment
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Particle system
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Particle system
Show example animation
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Rigid body dynamics Inertia tensor
Conservation of momentum
Coefficient of restitution
Impulse force of collision
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Rigid body dynamics
Show example animation
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Forward dynamics of articulated linkage
Featherstone equations
Traverse linkage forming inertia tensor
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Human figure animation Kinematics of walking, reaching, sitting, standing
Motion capture
Modeling muscles - appearance, dynamics
Dynamics of grasping, handling, lifting
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Human figure animation
Show animations
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Facial animation Expressions
Lip-sync animation
Emotion
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Facial animation
Show animations
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Behavioral animation Flocking Prey-preditor model Crowds Emotion Personality
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Behavioral animation
Show animations