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Animation Pipeline, Principles, Tools

Logistics

• Test e-mail

– Anyone not get it?

• Test file in myCourses

– Anyone have problems

Announcement

• Animator KAREN AQUA at RIT

– Tuesday, March 18th(tomorrow)

– 6-9 pm

– Carlson Auditorium (76-1125)

Projects

• Any questions?

– Proposals due next Monday

– Susan Lakin (photography) here today to talk about some ideas.

– Marla Schweppe will be here Wednesday

• Performance art and graphics • Motion capture

Plan for today

• Susan Lakin

• Animation pipeline

– Summary thoughts from last week’s videos

• The first of our motivational films

• Principles of Animation.

Animation pipeline

• Review of what we saw on video last week.

• Tools to help you in the process.

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Animation Production

Story Model Lighting Shading Animation Camera Layout Voice Foley Postprocess

Animation Production

Story

Animation Pipeline

• Story

– The story drives the process

– Storyboard – rough drawings that tell the story – Tools for you

• Paper • Pencil • Napkins • Palm of hands • Etc.

Animation Production

Story Model Shading Layout

Animation Pipeline

• Setting the stage

– Models –characters objects in story – Tools for you

• Modelers (in order of $$$)

– Emacs / vi – Milkshape 3D – Rhino 3D – 3D Studio Max – Maya – Laser Modelers

Animation pipeline

• Setting the stage

– Layout – staging / blocking – Tips for you

• Test using low-quality models • Test using wireframe or basic shading

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Animation Pipeline

• Setting the stage

– Shading – defines look of your model. – Tools for you

• OpenGL / DirectX defaults

– Gouraud, Phong Shading.

• Renderman – BMRT – Aqsis – prman • Dare I say… – Cg (real time)

Animation Production

Story Model Shading Animation Layout

Animation Pipeline

• Animation

– aka Motion Control

– This is the crux of what you will be doing – Degrees of Freedom problem

• Your job is to make the number of degrees of freedom manageable to an animator

• Animator decides what is managable and what parameters should be under his/her control.

Animation Pipeline

• Animation

– Tools for you

• Programming environment: C, C++, jav • 3D API: OpenGL / DirectX / java3D

Remember This?

an·i·ma·tion (n)

a motion picture made from a series of drawings simulating motion by means of slight progressive changes in the drawings

Animation Pipeline

• Animation

– A note about timing

• Film Frame Rate: 24 frames/sec

• Video Frame Rate: approx. 30 frames / sec. • Realtime Frame Rate: variable

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Animation Production

Story Model Lighting Shading Animation Layout

Animation Pipeline

• Lighting

– Set up virtual lighting to achieve visual goals. – Tools for you

• See shading & animation

Animation Production

Story Model Lighting Shading Animation Camera Layout

Animation Pipeline

• Camera

– Render frames and assemble – Tools for you – Rendering

• Renderman • POV-Ray • Maya/3DSM • Radiance

• OpenGL/DirectX – real time

Animation Pipeline

• Camera

– Render frames and assemble – Tools for you – Assembly

• OpenGL/DirectX – real time • Non-real time

– Adobe Premiere ($$$) – VideoWave III ($$$) – AVI Creator / Netpbm

Animation Production

Story Model Lighting Shading Animation Camera Layout Voice Foley Postprocess

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Animation Pipeline

• If you wish to add sound

– Voice drives animation (lip sync) – Animation drive sound effects (foley) – Background music.

– Tools for you:

• Foley – see Perry Cook’s page (Princeton) • OpenAL / DirectSound

• VAS – Spatialized Sound

Animation Pipeline

• If you wish to add sound

– Tools for you – Assembly

• OpenAL/DirectSound – real time • Non-real time

– Also allows for titles, transitions, editing, etc, » Adobe Premiere ($$$)

» VideoWave III ($$$) » Window Movie Maker

Animation Pipeline

• Questions?

• Break.

Motivational Film

• The Adventures of Andre and Wally B.

– Lucasfilm (eventually became Pixar) – First Computer Animated Film by John

Lassiter.

Motivational Film

• Luxo, Jr.

– Pixar (1986)

Motivational Film

• Luxo, Jr.

– The one that really started it all

• Character far more important than effects • Showed that believable, sympathetic characters can

be created via computer • They don’t even have to be human

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Animation

“There is no particular mystery in

animation…it’s really very simple, and like

anything that is simple, It is about the

hardest thing in the world to do”

-- Bill Tytla, Disney Animator, 1937

Animation

• Programming animation

– Creating tools for animators

• Good to know the principles by which

animators work

Principles of Animation

• Developed for traditional animation by Disney. • Applied to computer animation by John Lassiter

– Squash & Stretch – Timing – Anticipation – Staging

– Follow Through and Overlapping Action – Straight ahead action and Pose-to-pose action

Principles of Animation

• Developed for traditional animation by Disney:

– Slow in and Slow Out – Arcs

– Exaggeration – Secondary Action – Appeal

• We’ll go through each one in turn.

Principles of Animation

• Web Sites (links on course site)

– Ralph A. De Stefano (EVL – Univ Of Ill). – SIGGRAPH

– Lassiter paper online

– Kim Roddy (Naval Postgrad School)

1. Squash & Stretch

• “The most important principle”

• Most objects in the world are not rigid.

• For example, silly putty

– never changes volume or mass

• The amount of squash & stretch gives

indication of rigidity of an object

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1. Squash & Stretch

• Object need not deform in order to squash

and stretch

2. Timing

• “More than any other principle, timing

defines the weight of an object”

Which ball is heavier?

2. Timing

• Timing can also indicate an emotional state

– Start Frame: a head looking over the right shoulder – End Frame: a head looking over the left shoulder

• No in-betweens - the character has been hit by a strong force and its head almost snapped off

• One in-betweens - the character has been hit by something substantial, .e.g., frying pan

• Two in-betweens - the character has a nervous twitch • Three in-betweens - the character is dodging a flying object • Four in-betweens - the character is giving a crisp order • Six in-betweens - the character sees something inviting • Nine in-betweens - the character is thinking about something • Ten in-betweens - the character is stretching a sore muscle

3. Anticipation

• “Anticipation is often used to explain what

the following action is going to be”

• There are two main uses of anticipation:

1. Prepare for a movement

2. To draw the viewers attention to

something.

Example: opening of Luxo Jr.

3. Anticipation

• What is Wally going to do next

4. Staging

• “Staging is the presentation of an idea so it

is completely and unmistakably clear”

– An important objective of staging is to lead the viewers eye to where the action will occur so that they do not miss anything.

– Example: Luxo Jr…Jr is always focus when Dad & Jr on stage

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4. Staging

• Staging in silhouette

Andre’s itch is on side, If on belly, action would be in front of body and might be missed

4. Staging

• Luxo Jr. was staged to the side for clarity

4. Staging

• Busy vs Still.

– Link

5. Follow Through and Overlapping Action

• “Follow through is the termination of an

action. Actions very rarely come to a sudden and complete stop, but are generally carried past their termination point.”

• The motion in most animation can be broken down in to three sections:

– 1. Anticipation of an Action – the setup for an action 2. The Action – the actual action

3. The Follow Through- the movement at the end of a motion

5. Follow Through and Overlapping Action

• Overlapping Action

– “An action should never be brought to a

complete stop before starting another action, and the second action should overlap the first.”

6. Straight ahead action and Pose-to-pose action • The two main approaches to hand drawn

animation.

– Straight ahead action

• “the animator works straight ahead from his first drawing in

the scene.”

– Pose-to-pose (keyframing)

• the animator plans his actions, figures out just what drawings

will be needed to animate the business, makes the drawings concentrating on the poses, ... and then draws the inbetweens.”

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6. Straight ahead action and Pose-to-pose action

• Most animator defined computer animation

is keyframed.

• Keyframing implies Interpolation

• Next several lectures will be on key framing

7. Slow In and Slow Out

• Refers to the spacing of the inbetween

frames at maximum positions.

• Example:

– a bouncing ball moves faster as it approaches or leaves the ground and slower as it approaches leaves its maximum position

7. Slow In and Slow Out

• Keyframing / Interpolation have no basis in

physics.

8. Arcs

• “The visual path of action from one extreme

to another is always described by an arc.”

• Splines for interpolation

9. Exaggeration

• The key to proper use of exaggeration lies in exploring the essence of the action or idea, understanding the reason for it, so that the audience will also understand it.

• Choose carefully what you wish to exaggerate.

– If only one thing is exaggerated then it may stand out too much.

10. Secondary Action

• This is an action that directly results from

another action.

– Examples:

• Facial expression on a character. • Wiley Coyote

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10. Secondary Action

• Luxo Jr example

– Electrical Cord

11. Appeal

• Make the animation something that the

audience wants to see

– Appeal != cute

• Darth Vader has appeal even though he is evil.

– The characters should be real

– Where the live action actor has charisma the animated character has appeal.

Principles of Animation – Wrap Up

• Animation is an art.

– Tools will be built for artists

• Physical laws apply just as much in an

animated world as they do in the real world.

Although animators can get away with not

understanding the math

– Know when to use math and when not to.

Principles of Animation – Wrap Up

• In character animation, all actions and

movements of a character are the result

of its thought processes.

– "The thinking animation character becomes a character."

• Creating an effective character involves all

of the principles.

– Also true: ignoring one or more principles will result in unconvincing characters

Principles of Animation

• Questions?

Next Time

• Defining orientation and transformations.

• Keep thinking of Project Ideas.

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Remember

• Class Web Site:

– http://www.cs.rit.edu/~jmg/animation

References

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