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L:CC, MI:ERSI

CG – T17 – Animation

Miguel Tavares Coimbra

(course designed by Verónica

Orvalho, slides adapted from Steve Marschner)

(2)

Suggested reading

• Shirley et al., “Fundamentals of Computer Graphics”, 3rd Edition, CRC Press

– Chapter 17 – Computer Animation

CG 12/13 – T17

(3)

What is animation?

• Modeling = specifying shape

• Animation = specifying shape as a function of time

– Just modeling done once per frame?

– Need smooth, concerted movement

• Controlling shape = the technical problem

• Using shape controls = the artistic problem

CG 12/13 – T17

Adapted from Steve Marschner, Cornell University

(4)

Approaches to animation

• Straight ahead

– Draw/animate one frame at a time

– Can lead to spontaneity, but is hard to get exactly what you want

• Pose-to-pose

– Top-down process:

• Plan shots using storyboards

• Plan key poses first

• Finally fill in the in-between frames

CG 12/13 – T17

Adapted from Steve Marschner, Cornell University

(5)

Pose-to-pose animation planning

• First work our poses that are key to the story

• Next fill in animation in between

CG 12/13 – T17

Adapted from Steve Marschner, Cornell University

(6)

Keyframe animation

• Keyframing is the technique used for pose-to-pose animation

– Head animator draws key poses—just enough to indicate what the motion is supposed to be – Assistants do “in-betweening” and draws the

rest of the frames

• In computer animation substitute “user”

and “animation software”

Interpolation is the principal operation

CG 12/13 – T17

Adapted from Steve Marschner, Cornell University

(7)

Keyframe animation

CG 12/13 – T17 [Bryce Tutorial

http://www.cadtutor.net/dd/bryce/anim/anim.html]

(8)

Walk cycle

CG 12/13 – T17

[Christopher Lutz http://www.animationsnippets.com]

(9)

Controlling geometry conveniently

• Could animate by moving every control point at every keyframe

– This would be labor intensive

– It would also be hard to get smooth, consistent motion

• Better way: animate using smaller set of meaningful degrees of freedom (DOFs)

– Modeling DOFs are inappropriate for animation

• E.g. “move one square inch of left forearm”

– Animation DOFs need to be higher level

• E.g. “bend the elbow”

CG 12/13 – T17

Adapted from Steve Marschner, Cornell University

(10)

Character with DOFs

CG 12/13 – T17

[Greenberg/Pellacini | CIS 565]

(11)

Rigged character

• Surface is deformed by a set of bones

• Bones are in turn controlled by a

smaller set of controls

• The controls are

useful, intuitive DOFs for an animator to use

CG 12/13 – T17

[CIS 565 staff]

(12)

The artistic process of animation

• What are animators trying to do?

– Important to understand in thinking about what tools they need

• Basic principles are universal across media

– 2D hand-drawn animation – 2D computer animation – 3D computer animation

• (The following slides follow the examples from Michael Comet’s very nice discussion on the page: " http://www.comet-

cartoons.com/toons/3ddocs/charanim/ )

CG 12/13 – T17

Adapted from Steve Marschner, Cornell University

(13)

Animation principles: timing

• Speed of an action is crucial to the impression it makes

– examples with same keyframes, different times:

CG 12/13 – T17

[Michael B. Comet]

See annexed files: timing*.avi

(14)

Animation principles: ease in/out

• Real objects do not start and stop suddently

– Animation parameters shouldn’t either

– A little goes a long way (just a few frames

acceleration or deceleration for “snappy” motions)

CG 12/13 – T17

[Michael B. Comet]

See annexed files: ease*.avi

(15)

Animation principles: moving in arcs

• Real objects also don’t move in straight lines

– Generally curves are more graceful and realistic

CG 12/13 – T17

See annexed files: arc*.avi

[Michael B. Comet]

(16)

Animation principles: anticipation

• Most actions are preceded by some kind of “wind up”

CG 12/13 – T17

[Michael B. Comet]

See annexed files: anticip*.avi

(17)

Animation principles: exaggeration

• Animation is not exactly modeling reality

• Exaggeration is very often used for emphasis

CG 12/13 – T17

See annexed files: exagg*.avi

[Michael B. Comet]

(18)

Animation principles: squash &

stretch

• Objects do not remain perfectly rigid as they move

• Adding stretch with motion and squash with impact:

– models deformation of soft objects

– indicates motion by simulating exaggerated “motion blur”

CG 12/13 – T17

See annexed files: squash*.avi

[Michael B. Comet]

(19)

Animation principles: follow through

• We’ve seen that objects don’t start suddenly

• They also don’t stop on a dime

CG 12/13 – T17

See annexed files: follow*.avi

[Michael B. Comet]

(20)

Animation principles: overlapping action

• Usually many actions are happening at once

CG 12/13 – T17

See annexed files: sec*.avi

[Michael B. Comet]

(21)

Animation principles: staging

• Want to produce cler, good-looking 2D images

– Need good camera angles, set design, and character positions

CG 12/13 – T17

[Michael B. Comet]

(22)

Computer-generated motion

• Interesting aside: many principles of character

animation follow indirectly from physics

• Anticipation, follow-

through, and many other effects can be produced by simply minimizing

physical energy

• Seminal paper:

“Spacetime Constraints”

by Witkin and Kass in SIGGRAPH 1988

CG 12/13 – T17

Adapted from Steve Marschner, Cornell University

(23)

Controlling shape for animation

• Start with modeling DOFs (control points)

• Deformations control those DOFs at a higher level

– Example: move first joint of second finger on left hand

• Animation controls control those DOFs at a higher level

– Example: open/close left hand

• Both cases can be handled by the same kinds of deformers

CG 12/13 – T17

Adapted from Steve Marschner, Cornell University

(24)

Example: Articulation in robotics

a. rectangular or cartesian b. cylindrical or post-type c. spherical or polar

d. joint-arm or articulated

e. SCARA (selective compliance assembly robot arm)

CG 12/13 – T17

Adapted from Steve Marschner, Cornell University

(25)

Motion capture

• A method for creating complex motion quickly: measure it from the real world

CG 12/13 – T17

Adapted from Steve Marschner, Cornell University

(26)

Summary

• Keyframe animation

– User creates key poses; computer interpolates the rest

• Controlling geometry

– Use a small set of degrees of freedom (DOFs)

• Animation principles for more interesting animations

• Motion capture as a way to model complex animations

CG 12/13 – T17

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