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UW-Madison CS 559 - Animation techniques

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Last TimeTodayAnimationAnimation IssuesThe 11 PrinciplesBasic Animation TechniquesKeyframingInterpolationMore InterpolationMotion CaptureMotion Capture ExampleMotion Capture in UseProcedural AnimationParticle SystemsParticle System FountainSpring-Mass SystemsSpring mass fishSlide 18Physically-Based ModelsMixing TechniquesAnimation Summary (brief)The End05/09/02 (c) 2002 University of WisconsinLast Time•Global illumination algorithms•Grades so far05/09/02 (c) 2002 University of WisconsinToday•Animation techniques•Exam info is online05/09/02 (c) 2002 University of WisconsinAnimation•Animation is about bringing things to life•Technically:–Generate a sequence of images that, when played one after the other, make things move–One image is called a frame•24 frames per second for film, resolution approx 1600x1200•30 frames per second for NTSC video, resolution less than 640x480•60+ frames per second for “twitch” computer games, 640x480 or higher resolution–Interlacing: Display every second row for one frame, every other row for the next. Used in NTSC TV and older monitors05/09/02 (c) 2002 University of WisconsinAnimation Issues•When evaluating an animation technique or application, the following things should be considered:–How fast can the images be generated?–How easy is it to control the appearance of the animation?–How much human expertise is required to generate the animation?–Can the animation be generated interactively?•Application driven: Different applications have different requirements:–Feature film animation is different from interactive gaming animation05/09/02 (c) 2002 University of WisconsinThe 11 Principles•Developed at Disney over the 1920s and 1930s•Described by John Lasseter (Pixar) 1987•Squash-and-Stretch, Timing, Anticipation, Follow Through and Overlapping Action, Straight Ahead Action and Pose-to-Pose Action, Slow In and Out, Arcs, Exaggeration, Secondary Action, Appeal•Basically, principles are driven by:–Perceptual factors, such as directing the viewer’s attention and smoothing the motion for easier perception–Conveying emotion through motion05/09/02 (c) 2002 University of WisconsinBasic Animation Techniques•Keyframe animation–Animator specifies important positions throughout the animation – the keyframes–Someone or something fills in the intermediate frames – inbetweening, or just ’tweening•Motion capture–System captures motion data from a real enactment of the animation–The data then drives a virtual character•Procedural animation–A set of equations or rules are evaluated to determine how the animation behaves05/09/02 (c) 2002 University of WisconsinKeyframing•The original way to animate, and still the most common form for feature animation–Process has shifted to computers, but basic approach is the same•Underlying technique is interpo lation–The in-between frames are interpolated from the keyframes–Originally done by armies of underpaid animators–Now done with computers–Which of the techniques that we have learned about is used extensively for keyframe animation?05/09/02 (c) 2002 University of WisconsinInterpolation•Interpolating splines are smooth curves that interpolate their control points•Perfect for keyframe animation•Typically, time is directly associated with the parameter value, controlling speed123Keyframes Animation05/09/02 (c) 2002 University of WisconsinMore Interpolation•Anything can be keyframed and interpolated–Position, Orientation, Scale, Deformation, Patch Control Points (facial animation), Color, Surface normals…•Special interpolation schemes for things like rotations–Use quaternions to represent rotation and interpolate between quaternions•Control of parameterization controls speed of animation05/09/02 (c) 2002 University of WisconsinMotion Capture•Extract data from real-world people acting out a scene•Many techniques for getting the data:–Optical – take video and extract motion–Magnetic/Radio – attach magnets, transponders and use sensors to get location–Mechanical methods of extracting motion (for small motions)•Most methods have some problems, all are limited in the complexity of the scenes they can capture–Solution: Break scenes into smaller pieces and re-construct later05/09/02 (c) 2002 University of WisconsinMotion Capture Example05/09/02 (c) 2002 University of WisconsinMotion Capture in Use•Motion capture is one of the primary animation techniques for computer games–Gather lots of snippets of motion capture•e.g.: Several ways to slam dunk, dribble, pass–Arrange them so that they can be pieced together smoothly–At run time, figure out which pieces to play to have the character do the desired thing•Problems: Once the data is captured, it’s hard to modify for a different purpose05/09/02 (c) 2002 University of WisconsinProcedural Animation•Animation is generated by writing a program that spits out the position/shape/whatever of the scene over time•Generally:–Program some rules for how the system will behave–Choose some initial conditions for the world–Run the program, maybe with user input to guide what happens•Advantage: Once you have the program, you can get lots of motion•Disadvantage: The animation is generally hard to control, which makes it hard to tell a story with purely procedural means05/09/02 (c) 2002 University of WisconsinParticle Systems•Arguably the most common form of procedural animation•Used for everything from explosions to smoke to water•Basic idea:–Everything is a particle–Particles exert forces of some form on each other, and the world, and the world might push back–Simulate the system to find out what happens–Attach something to the particles to render•Different force rules and different renderings give all the different types of behaviors05/09/02 (c) 2002 University of WisconsinParticle System Fountain05/09/02 (c) 2002 University of WisconsinSpring-Mass Systems•Model objects as systems of springs and masses•The springs exert forces, and you control them by changing their rest length•A reasonable, but simple, physical model for muscles•Advantage: Good looking motion when it works•Disadvantage: Expensive and hard to control05/09/02 (c) 2002 University of WisconsinSpring mass fishDue to Xiaoyuan Tu, http://www.dgp.toronto.edu/people/tu05/09/02 (c) 2002 University of WisconsinSpring mass


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UW-Madison CS 559 - Animation techniques

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