COMP 150-04
Visualization
Lecture 15
The function of animation
Illustrate steps of a complex process
Illustrate cause and effect, context
Show trends over time, tell a story
Attract attention
Entertain
Attribution of causality
Michotte demonstration
Timing affects the perceived cause and effect
Tendency to construct narratives, anthropomorphize elements
Attribution of causality
Michotte, redrawn by James Marsh
Gestalt principle of common fate
Martin Wattenberg, “Sand Shrimp”
http://www.singlecell.org/july
Perceive a grouping of elements with a common motion
This is why a military vehicle is camouflaged when stationary
Variables of animation
Size
Shape
Color and shading
Position
Speed
Viewpoint and perspective
Traditional animation
Each frame represented as a layer of painted cels
Background, characters, moving and still parts of each character
Parts of the scene that don’t change (e.g., background) do not need to be redrawn for each frame
Traditional animation
Storyboarding
Sequence of stills with descriptions of the action
Maps out key events in the story, representative poses
Key framing
Draw the important frames as line drawings
Description of motion between the key frames
Inbetweening
Traditional animation
Painting
Copy the line drawings to the cels
Traditional vs. computer animation
Storyboard Keyframing Inbetweening Painting
Initial artists’ sketches
3D geometry
Simple rendering
Add textures
Add sophisticated lighting and volumetric effects
Computer animation
Replace painting with rendering
Replace much of the manual inbetweening with computer
simulation and parameter interpolation
Models have various parameters:
Control points or vertices (positions, normals, colors, textures)
Parameters controlling pose, shape, or movement (joint angles, deformation, trajectories)
Computer animation
Inbetweening via parameter interpolation
A set of n parameters defines an n-dimensional state space
One pose defines a point in the state space
The animation defines a path through the state space
Start with the parameters at an initial point in the state space
Move the parameters along a state space path and re-render until the animation is complete
Several levels of computer input
Artwork and design
Character shape representation, backgrounds, rendering
Motion
Forward simulation, pose-to-pose interpolation
Behavior
Principles of animation
Focus attention on the main character
Make sure the audience sees what they should see
Appeal to and engage the audience
“Cartoon physics”
10 principles proposed by Disney
Frank Thomas and Ollie Johnston, The Illusion of Life: Disney Animation
Squash and stretch
Define the rigidity and mass of an object by distorting its shape
during action
Dramatic squashing and stretching
Object looks soft and pliable
Object looks heavy
Motion blur
Frank Thomas and Ollie Johnston, The Illusion of Life: Disney Animation
Timing
Define the weight, size, and “personality” of objects by adjusting
the spacing of actions
Spend the right amount of time preparing for, delivering, and
following up on each action
Too much time and the audience’s attention wanders
Too little and they may miss the action
Frank Thomas and Ollie Johnston, The Illusion of Life: Disney Animation
Anticipation
Catch the audience’s eye, prepare
them for next action
Show the “windup”
“Tell the audience what you are going
to do before you do it”
Frank Thomas and Ollie Johnston, The Illusion of Life: Disney Animation
Staging
Present the idea so that it is unmistakably clear
Stage actions, personalities, expressions, moods
Direct the audience’s attention in the scene
Follow through / Overlapping action
Terminate an action and establish its
relationship to the next action
Opposite of anticipation: Remind the
audience of what just happened
Frank Thomas and Ollie Johnston, The Illusion of Life: Disney Animation
Slow in, slow out
Adjust the spacing of in-between frames to achieve subtlety of
timing and movement
Stretch out time to emphasize important parts of the action
Frank Thomas and Ollie Johnston, The Illusion of Life: Disney Animation
Exaggeration
Accentuate the essence of an idea via the design and action
Exaggerate geometric deformation and timing
Arcs
Use smooth paths in the animation state space
Smooth paths provide more natural motion and animation
Move the parameters along smooth trajectories (e.g., splines)
Frank Thomas and Ollie Johnston, The Illusion of Life: Disney Animation
John Lasseter, “Principles of Traditional Animation Applied to 3D Computer Animation”
Secondary action
Show the action of an object resulting from another action
Makes things more believable, but mustn’t distract the audience
Frank Thomas and Ollie Johnston, The Illusion of Life: Disney Animation
Appeal
Create actions and designs the audience enjoys watching
Physics-based animation
Motion and behavior can be simulated
Physics can be used to model
Mechanics: Gravity, momentum, collisions, friction
Fluid mechanics: Flow, viscosity, drag, etc.
Deformation: Flexibility, elasticity
Fracture: How and when things break
Physics-based vs. True physics
Traditional animation principles equally valid for computer animation
Must control physics-based simulation to apply these principles
Must be able to tweak the physics to get the desired behavior
Must be able to control the starting and ending points (and
Challenge: Real-time simulation
Film
24 frames per second (1 hr = 86,400 frames)
Video
30 frames per second (1 hr = 108,000 frames)
Games
60 frames per second (1 hr = 216,000 frames)
In real-time
Cartoons -> Cartoon UIs
Changes in the UI can be sudden, unexpected, disorienting
User loses track of causal relationship
Apply animation principles to create smoother transitions
Cartoon UIs:
Solidity
Solid drawing (squash and stretch)
objects arrive from off screen or grow from a point
menus and arrows transform smoothly from a button to an open menu
transfer of momentum as objects “collide”
Motion blur
connect old and new locations
Dissolves
when changing object layering
Bay-Wei Chang and David Ungar, “Animation: from cartoons to the user interface”
Cartoon UIs:
Exaggeration
Anticipation
objects preface movement with small, quick contrary movement
Follow through
objects come to a stop and vibrate into place
Bay-Wei Chang and David Ungar, “Animation: from cartoons to the user interface”
Cartoon UIs:
Reinforcement
Slow in, slow out
for object movement, resizing, and dissolving
Arcs
objects travel along curves when moving non-interactively
Bay-Wei Chang and David Ungar, “Animation: from cartoons to the user interface”
Gnutellavision
[Yee et al.]
Ka-Ping Yee et al. “Animated Exploration of Graphs with Radial Layout, Proceedings of InfoVis ’01
Does animation improve understanding?
Drawbacks:
Difficult to see details when they move quickly
Difficult to estimate trajectories
Difficult to track a large number of targets/motions
May wrongly infer causality or anthropomorphize
May lack appropriate interactivity
Hybrid solution?
Coarse segmentation: by object
Finer segmentation: by action
Barbara Tversky et al. “Animation: does it facilitate?”
Does animation improve understanding?
Studies of algorithm animations and complex processes
Higher subjective rating and greater accuracy with animation
Most effective when used in conjunction with explanations
Must incorporate interactive viewing controls
Colleen Kehoe et al., “Rethinking the evaluation of algorithm animations as learning aids: an observational study”
Motion paths
Trajectories/transitions in a static image
Marcel Duchamp. Nude Descending a Staircase
Phosphor and Drag-and-pop
[Baudisch et al.]
Visual cues
Afterglow reminds user of transitions
Rubber bands suggest future transitions
Patrick Baudisch et al., Microsoft Research
http://www.patrickbaudisch.com/projects/phosphor