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Computer Animation CS 445/645 Fall 2001
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Computer Animation CS 445/645 Fall 2001. Let’s talk about computer animation Must generate 30 frames per second of animation (24 fps for film) Issues.

Dec 22, 2015

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Page 1: Computer Animation CS 445/645 Fall 2001. Let’s talk about computer animation Must generate 30 frames per second of animation (24 fps for film) Issues.

Computer Animation

CS 445/645

Fall 2001

Page 2: Computer Animation CS 445/645 Fall 2001. Let’s talk about computer animation Must generate 30 frames per second of animation (24 fps for film) Issues.

Let’s talk about computer animation

• Must generate 30 frames per second of animation (24 fps for film)

• Issues to consider:– Is the goal to replace or augment the artist?

• What does the artist bring to the project?

– Is the scene/plot fixed or responsive to user?• What can we automate?

Page 3: Computer Animation CS 445/645 Fall 2001. Let’s talk about computer animation Must generate 30 frames per second of animation (24 fps for film) Issues.

Computer Animation

Page 4: Computer Animation CS 445/645 Fall 2001. Let’s talk about computer animation Must generate 30 frames per second of animation (24 fps for film) Issues.

Keyframing

• Traditional animation technique

• Dependent on artist to generate ‘key’ frames

• Additional, ‘inbetween’ frames are drawn automatically by computer

Page 5: Computer Animation CS 445/645 Fall 2001. Let’s talk about computer animation Must generate 30 frames per second of animation (24 fps for film) Issues.

Keyframing

From “The computer in the visual arts”, Spalter, 1999

How are we going to interpolate?

Page 6: Computer Animation CS 445/645 Fall 2001. Let’s talk about computer animation Must generate 30 frames per second of animation (24 fps for film) Issues.

Linear Interpolation

Simple, but discontinuous velocity

Page 7: Computer Animation CS 445/645 Fall 2001. Let’s talk about computer animation Must generate 30 frames per second of animation (24 fps for film) Issues.

Nonlinear Interpolation

Smooth ball trajectory and continuous velocity, but loss of timing

Page 8: Computer Animation CS 445/645 Fall 2001. Let’s talk about computer animation Must generate 30 frames per second of animation (24 fps for film) Issues.

Easing

Adjust the timing of the inbetween frames. Can be automated by adjusting the stepsize of parameter, t.

Page 9: Computer Animation CS 445/645 Fall 2001. Let’s talk about computer animation Must generate 30 frames per second of animation (24 fps for film) Issues.

Style or Accuracy?• Interpolating time

captures accuracyof velocity

• Squash and stretchreplaces motionblur stimuli andadds life-likeintent

Page 10: Computer Animation CS 445/645 Fall 2001. Let’s talk about computer animation Must generate 30 frames per second of animation (24 fps for film) Issues.

Traditional Motivation• Ease-in and

ease-out is likesquash andstretch

• Can weautomate theinbetweens forthese?

“The Illusion of Life, Disney Animation”Thomas and Johnson

Page 11: Computer Animation CS 445/645 Fall 2001. Let’s talk about computer animation Must generate 30 frames per second of animation (24 fps for film) Issues.

More squash and stretch

Page 12: Computer Animation CS 445/645 Fall 2001. Let’s talk about computer animation Must generate 30 frames per second of animation (24 fps for film) Issues.

Anticipation and Staging• Don’t surprise the

audience

• Direct their attention to what’simportant

Page 13: Computer Animation CS 445/645 Fall 2001. Let’s talk about computer animation Must generate 30 frames per second of animation (24 fps for film) Issues.

Follow Through

• Audience likes to see resolution of action

• Discontinuities are unsettling

Page 14: Computer Animation CS 445/645 Fall 2001. Let’s talk about computer animation Must generate 30 frames per second of animation (24 fps for film) Issues.

Combined

Page 15: Computer Animation CS 445/645 Fall 2001. Let’s talk about computer animation Must generate 30 frames per second of animation (24 fps for film) Issues.

Secondary Motion

• Characters should exist in a real environment

• Extra movements should not detract

Page 16: Computer Animation CS 445/645 Fall 2001. Let’s talk about computer animation Must generate 30 frames per second of animation (24 fps for film) Issues.

Interpolation

• Many parameters can be interpolated to generate animation

• Simple interpolation techniques can only generate simple inbetweens

• More complicated inbetweening will require a more complicated model of animated object and simulation

Page 17: Computer Animation CS 445/645 Fall 2001. Let’s talk about computer animation Must generate 30 frames per second of animation (24 fps for film) Issues.

Interpolation

• Strengths– Animator has exacting control (Woody’s face)

• Weaknesses– Interpolation hooks must be simple and direct

• Remember the problems with Euler angle interp?

– Time consuming and skill intensive– Difficult to reuse and adjust

Page 18: Computer Animation CS 445/645 Fall 2001. Let’s talk about computer animation Must generate 30 frames per second of animation (24 fps for film) Issues.

Movies

• Cartoon Physics

• Homer3D

Page 19: Computer Animation CS 445/645 Fall 2001. Let’s talk about computer animation Must generate 30 frames per second of animation (24 fps for film) Issues.
Page 20: Computer Animation CS 445/645 Fall 2001. Let’s talk about computer animation Must generate 30 frames per second of animation (24 fps for film) Issues.

Examples

• Sports video games– Madden Football

• Many movie characters– Phantom Menace

• Cartoons

Page 21: Computer Animation CS 445/645 Fall 2001. Let’s talk about computer animation Must generate 30 frames per second of animation (24 fps for film) Issues.

Motion Capture Strengths

• Exactly captures the motions of the actor– Michael Jordan’s video game character will

capture his style

• Easy to capture data

Page 22: Computer Animation CS 445/645 Fall 2001. Let’s talk about computer animation Must generate 30 frames per second of animation (24 fps for film) Issues.

Motion Capture Weaknesses

• Noise, noise, noise!

• Magnetic system inteference

• Visual system occlusions

• Mechanical system mass

• Tethered (wireless is available now)

Page 23: Computer Animation CS 445/645 Fall 2001. Let’s talk about computer animation Must generate 30 frames per second of animation (24 fps for film) Issues.

Motion Capture Weaknesses

• Aligning motion data with CG character– Limb lengths– Idealized perfect joints

• Reusing motion data– Difficult to scale in size (must also scale in time)– Changing one part of motion

Page 24: Computer Animation CS 445/645 Fall 2001. Let’s talk about computer animation Must generate 30 frames per second of animation (24 fps for film) Issues.

Motion Capture Weaknesses

• Blending segments– Motion clips are short (due to range and tethers)– Dynamic motion generation requires blending at

run time– Difficult to manage smooth transition

Page 25: Computer Animation CS 445/645 Fall 2001. Let’s talk about computer animation Must generate 30 frames per second of animation (24 fps for film) Issues.

Movies

• Animating Aliens

• Retargeting Motion – Siggraph ‘98

• Siggraph ‘99 Papers Tape

Page 26: Computer Animation CS 445/645 Fall 2001. Let’s talk about computer animation Must generate 30 frames per second of animation (24 fps for film) Issues.
Page 27: Computer Animation CS 445/645 Fall 2001. Let’s talk about computer animation Must generate 30 frames per second of animation (24 fps for film) Issues.

Examples

• Inanimate video game objects– GT Racer cars– Soapbox about why this is so cool

• Special effects– Explosions, water, secondary motion– Phantom Menace CG droids after they were cut

in half

Page 28: Computer Animation CS 445/645 Fall 2001. Let’s talk about computer animation Must generate 30 frames per second of animation (24 fps for film) Issues.

Procedural Animation

• Very general term for a technique that puts more complex algorithms behind the scenes

• Technique attempts to consolidate artistic efforts in algorithms and heuristics

• Allows for optimization and physical simulation

Page 29: Computer Animation CS 445/645 Fall 2001. Let’s talk about computer animation Must generate 30 frames per second of animation (24 fps for film) Issues.

Procedural Animation Strengths

• Animation can be generated ‘on the fly’

• Dynamic response to user

• Write-once, use-often

• Algorithms provide accuracy and exhaustive search that animators cannot

Page 30: Computer Animation CS 445/645 Fall 2001. Let’s talk about computer animation Must generate 30 frames per second of animation (24 fps for film) Issues.

Procedural Animation Weaknesses

• We’re not great at boiling human skill down to algorithms– How do we move when juggling?

• Difficult to generate• Expensive to compute• Difficult to force system to generate a

particular solution– Bicycles will fall down

Page 31: Computer Animation CS 445/645 Fall 2001. Let’s talk about computer animation Must generate 30 frames per second of animation (24 fps for film) Issues.

Movies

• Humming Along

• Siggraph 2000