Animation Jehee Lee Seoul National University What is

  • Slides: 43
Download presentation
Animation Jehee Lee Seoul National University

Animation Jehee Lee Seoul National University

What is Animation • Animation is about making things move • (Merriam-Webster’s) A motion

What is Animation • Animation is about making things move • (Merriam-Webster’s) A motion picture made by photographing successive positions of inanimate objects – cf). Live action movie • Computer allows more flexibility – Eg). Special effects, Interactive animation

How to Create Expressive Animation ?

How to Create Expressive Animation ?

Principles of Animation • “The Illusion of Life”, by Thomas Johnson and Ollie Johnson

Principles of Animation • “The Illusion of Life”, by Thomas Johnson and Ollie Johnson • Principles of Traditional Animation Applied to 3 D Computer Animation, John Lasseter, Siggraph 87.

Twelve Principles • • • Squash and Stretch Anticipation Staging Pose to Pose Follow

Twelve Principles • • • Squash and Stretch Anticipation Staging Pose to Pose Follow Through Slow In, Show Out • • • Arcs Secondary Action Timing Exaggeration (Solid Drawing) Appeal

Squash and Stretch • Movement emphasizes rigidity – Preserve volume

Squash and Stretch • Movement emphasizes rigidity – Preserve volume

Timing • Timing, or the speed of an action gives meaning to movement –

Timing • Timing, or the speed of an action gives meaning to movement – Weight, Scaling, Emotion

Timing • Two keyframes of a head – – – – – No: hit

Timing • Two keyframes of a head – – – – – No: hit by a tremendous force ONE: hit by a frying pan TWO: nervous tic THREE: dodging a brick FOUR: a crisp order “Move it !” FIVE: friendly “Come on-hurry !” SIX: tracing a good looking girl … TEN: stretch a sore muscle

Anticipation • The preparation of an action – Revealing – Indicating Speed – Directing

Anticipation • The preparation of an action – Revealing – Indicating Speed – Directing Attention

Follow Through • The termination of an action – Weight and drag – Initiation

Follow Through • The termination of an action – Weight and drag – Initiation – Overlapping

Staging • Staging is the presentation of an idea so that it is completely

Staging • Staging is the presentation of an idea so that it is completely and unmistakably clear. – Readability – Personality – Mood

Pose to Pose • Straight ahead – Draw/Animate one frame at a time –

Pose to Pose • Straight ahead – Draw/Animate one frame at a time – 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

Keyframing • Keyframing is still popular in commercial studios • Some animators believe that

Keyframing • Keyframing is still popular in commercial studios • Some animators believe that keyframing is the best way to achieve cartoonic realism

Slow In, Slow Out • The spacing of the inbetweens – Non-linear interpolation

Slow In, Slow Out • The spacing of the inbetweens – Non-linear interpolation

Arcs • The visual path of action from one extreme to another is always

Arcs • The visual path of action from one extreme to another is always described by an arc

Secondary Action • A secondary action is an action that results directly from another

Secondary Action • A secondary action is an action that results directly from another action

Exaggeration • Exaggerate the essence of the action – Action, emotion, shape, color, sound,

Exaggeration • Exaggerate the essence of the action – Action, emotion, shape, color, sound, …

Appeal • The animated character has appeal – A quality of charm – Pleasing

Appeal • The animated character has appeal – A quality of charm – Pleasing design – Simplicity • It doesn’t mean that the character/animation should be realistic – Movie 1. mov – Movie 2. mov

Animation Techniques • • Kinematics Procedural Physically based Data-driven

Animation Techniques • • Kinematics Procedural Physically based Data-driven

Kinematics • How to animate skeletons (articulated figures) • Kinematics is the study of

Kinematics • How to animate skeletons (articulated figures) • Kinematics is the study of motion without regard to the forces that caused it

Forward and Inverse Kinematics Forward Kinematics Inverse Kinematics

Forward and Inverse Kinematics Forward Kinematics Inverse Kinematics

Motion Capture

Motion Capture

What is captured ? • What we need is – – – Position and

What is captured ? • What we need is – – – Position and orientation of the root segment Joint angles Length of each link (is it possible ? ) Skeleton connectivity Skin deformation • The mocap system actually provides – Marker positions on the skin, or – The positions and orientations of markers

What is Captured ? • Full body • Face • Hands

What is Captured ? • Full body • Face • Hands

What is Captured ? • Flexible objects [Titanic]

What is Captured ? • Flexible objects [Titanic]

What is Captured ? • Skin deformation [Sand, Mc. Millan, Popovic]

What is Captured ? • Skin deformation [Sand, Mc. Millan, Popovic]

Motion Capture Technologies • • • Optical passive Optical active Electromagnetic Electromechanical Accoustic Optical

Motion Capture Technologies • • • Optical passive Optical active Electromagnetic Electromechanical Accoustic Optical fiber

Optical Passive • High resolution, high speed cameras – 120 -1000 Hz, 1000 x

Optical Passive • High resolution, high speed cameras – 120 -1000 Hz, 1000 x 1000 pixels – Infrared or visible light strobe – Retro-reflective markers • Pros – High quality – Flexible marker placement – Not seriously constrained by markers • Cons – – Extensive post-processing Controlled environments (Indoor only, no sunlight) Correspondence problem Occlusion

Optical Active • Re. Actor, Optitrak, Visualeyez • Markers emit electric signal • No

Optical Active • Re. Actor, Optitrak, Visualeyez • Markers emit electric signal • No correspondence problem

Electromagnetic • Electromagnetic field transmitter • Sensors on the body – Both position and

Electromagnetic • Electromagnetic field transmitter • Sensors on the body – Both position and orientation information • Pros – Realtime – No occlusion/correspondence • Cons – – Limited accuracy Smaller workspace Heavier sensors and wires on body Sensitive to electromagnetic interference • Ascension, Polhemus

Electromechanical • Exoskeleton • Mechanical skeleton attached on body • Pros – Truly realtime

Electromechanical • Exoskeleton • Mechanical skeleton attached on body • Pros – Truly realtime (500 Hz) – No range limit – No occlusion/correspondence problem • Cons – Restriction of movement – Fixed sensor positions • Sacros, Gypsy