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(1)

Computer Animation

Jason Lawrence CS 4810: Graphics

Acknowledgment: slides by Misha Kazhdan, Allison Klein, Tom Funkhouser, Adam Finkelstein and David Dobkin

(2)

Overview

• Some early animation history

o http://web.inter.nl.net/users/anima/index.htm

o http://www.public.iastate.edu/~rllew/chrnearl.html

(3)

Thaumatrope

• Why does animation work? • Persistence of vision

• 1824 John Ayerton invents the thaumatrope • Or, 1828 Paul Roget invents the thaumatrope

(4)

Thaumatrope

• Why does animation work? • Persistence of vision

• 1824 John Ayerton invents the thaumatrope • Or, 1828 Paul Roget invents the thaumatrope

(5)

Phenakistoscope

• Invented independently by 2 people in 1832 • Disc mounted on spindle

• Viewed through slots with images facing mirror • Turning disc animates images

(6)

Phenakistoscope

• Invented independently by 2 people in 1832 • Disc mounted on spindle

• Viewed through slots with images facing mirror • Turning disc animates images

(7)

Phenakistoscope

• Invented independently by 2 people in 1832 • Disc mounted on spindle

• Turning disc animates images

(8)

Zoetrope (1834)

• Images arranged on paper band inside a drum • Slits cut in the upper half of the drum

• Opposite side viewed as drum rapidly spun • Praxinoscope is a variation on this

(9)

Zoetrope (1834)

• Images arranged on paper band inside a drum • Slits cut in the upper half of the drum

• Opposite side viewed as drum rapidly spun • Praxinoscope is a variation on this

(10)

Mutoscope (1895)

• Coin-operated “flip-book” animation • Picture cards attached to a drum

(11)

Animation History

• Animation and technology have always gone together!

• Animation popular even before movies • Movies were big step forward!

(12)

Key Developments

• Plot

• Creation of animation studios

• Getting rid of “rubber-hose” bodies • Inking on cels

“Gertie the Dinosaur” Windsor McCay (1914) “Felix the Cat”

Pat Sullivan (1919)

“Steamboat Willie” Walt Disney (1928)

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Key Developments

(14)

Fleischerʼs Rotoscope

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Key Developments

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Key Developments

• “Flowers and Trees” (1932) uses color!

• “Snow White” (aka “Disneyʼs Folly”) released 1937

“Flowers and Trees” Walt Disney

“Snow White” Walt Disney

(17)

Overview

• Some early animation history

o http://web.inter.nl.net/users/anima/index.htm

o http://www.public.iastate.edu/~rllew/chrnearl.html

(18)

Computer Animation

• What is animation?

o Make objects change over time

according to scripted actions

• What is simulation?

o Predict how objects change over time

according to physical laws

University of Illinois Pixar

(19)

3-D and 2-D animation

(20)

Outline

• Principles of animation • Keyframe animation • Articulated figures

(21)

Principles of Traditional Animation

• Squash and Stretch • Timing

• Anticipation • Staging

• Follow Through and Overlapping Action

• Straight Ahead Action and Pose-to-Pose Action • Slow In and Out

• Arcs

• Exaggeration

• Secondary action

• Appeal http://www.anticipation.info/texte/lasseter/principles.html

(22)

Principles of Traditional Animation

Squash and Stretch

• Defining the rigidity and mass of an object by distorting its shape during an action.

(23)

Principles of Traditional Animation

Timing

• Spacing actions to define the weight and size of objects and the personality of characters.

o Heavier objects accelerate slower o Lethargic characters move slower o Etc.

(24)

Principles of Traditional Animation

Anticipation

• The preparation for an action.

o Muscle contraction prior to extension o Bending over to lift a heavy object

o Luxoʼs dad responds to Luxo Jr. off screen before Luxo

Jr. appears.

(25)

Principles of Traditional Animation

Staging

• Presenting an idea so that it is unmistakably clear.

o Keeping the viewerʼs attention focused on a specific

part of the scene.

o Luxo Jr. moves faster than his dad, and so we focus on

him.

(26)

Principles of Traditional Animation

Follow Through and Overlapping Action

• The termination of an action and establishing its relationship to the next action.

o Loose clothing will “drag” and continue moving after the

character has stopped moving.

o The way in which an object slows down indicates its

weight/mood.

(27)

Principles of Traditional Animation

Straight Ahead Action and Pose-to-Pose Action

• The two contrasting approaches to the creation of movement.

o Straight Ahead Action:

» Action is drawn from the first frame through to the last one.

» Wild, scrambling actions where spontaneity is important.

o Pose-to-Pose Action:

» Poses are pre-conceived and animator fills in the in-betweens.

» Good acting, where the poses and timing are all

(28)

Principles of Traditional Animation

Slow In and Out

• The spacing of in-between frames to achieve subtlety of timing and movements.

(29)

Principles of Traditional Animation

Arcs

• The visual path of action for natural movement.

o Make animation much smoother and less stiff than a

straight line for the path of action

(30)

Principles of Traditional Animation

Exaggeration

• Accentuating the essence of an idea via the design and the action.

(31)

Principles of Traditional Animation

Secondary Action

• The Action of an object resulting from another action.

o The rippling of Luxo Jr.ʼs cord as he bounces around

the scene.

(32)

Principles of Traditional Animation

Appeal

• Creating a design or an action that the audience enjoys watching. o Charm o Pleasing design o Simplicity o Communication o Magnetism o Etc. http://www.anticipation.info/texte/lasseter/principles.html

(33)

Keyframe Animation

• Define character poses at specific time steps called “keyframes”

(34)

Keyframe Animation

• Interpolate variables describing keyframes to determine poses for character “in-between”

(35)

Keyframe Animation

• Inbetweening:

o Linear interpolation - usually not enough continuity

H&B Figure 16.16 Linear interpolation

(36)

Keyframe Animation

• Inbetweening:

o Cubic spline interpolation - maybe good enough

» May not follow physical laws

(37)

Keyframe Animation

• Inbetweening:

o Cubic spline interpolation - maybe good enough

» May not follow physical laws

(38)

Keyframe Animation

• Inbetweening:

o Kinematics or dynamics

(39)

Outline

• Principles of animation • Keyframe animation • Articulated figures

(40)

Articulated Figures

• Character poses described by set of rigid bodies connected by “joints”

Angel Figures 8.8 & 8.9 Base

Arm

Hand

(41)

Articulated Figures

Rose et al. `96 • Well-suited for humanoid characters

Root LHip LKnee LAnkle RHip RKnee RAnkle Chest LCollar LShld LElbow LWrist RCollar RShld RElbow RWrist Neck Head

(42)

Articulated Figures

• Inbetweening

o Interpolate angles, not positions, between keyframes

Watt & Watt

(43)

Example: Walk Cycle

• Articulated figure:

(44)

Example: Walk Cycle

• Hip joint orientation:

(45)

Example: Walk Cycle

• Knee joint orientation:

(46)

Example: Walk Cycle

• Ankle joint orientation:

(47)

Example: Walk Cycle

(48)

Summary

• Principles of animation • Keyframe animation • Articulated figures

References

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