10 déc 2011 · Stop Motion and Claymation • Captured one frame at a time • Image Sequence, Movie, Vector Animation, Animated GIF, Rotoscoping, etc Page
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1
CS 4204 Computer Graphics
Computer Animation
Computer Animation
Adapted from notes by Yong
Adapted from notes by Yong
Cao Cao
Virginia Tech
Virginia Tech
2
Outline
H H
Principles of Animation
Principles of Animation
H H
Keyframe
Keyframe
Animation
Animation
H H
Additional challenges in animation
Additional challenges in animation
Classic animation - Luxo Jr.
(1986)
Principles of Traditional
Animation - Disney
H H
Squash and Stretch
Squash and Stretch
H H
Slow In and Out
Slow In and Out
H H
Anticipation
Anticipation
H H
Exaggeration
Exaggeration
H H
Follow Through and
Follow Through and
Overlapping
Overlapping
Action
Action
H H
Timing
Timing
H H
Staging
Staging
H H
Straight Ahead Action
Straight Ahead Action
and Pose-to-Pose Action and Pose-to-Pose Action H H Arcs Arcs H H
Secondary Action
Secondary Action
H H
Appeal
Appeal
Squash and Stretch
Slow In and Out
Anticipation
Exaggeration
Timing and Follow through
Secondary actions
Keyframe Animation
Define Character Poses at Specific Time Steps
Define Character Poses at Specific Time Steps
Called
Called
Keyframes
Keyframes
Keyframe Animation
Interpolate Variables Describing Keyframes to
Interpolate Variables Describing Keyframes to
Determine Poses for Character in between
Determine Poses for Character in between
In-betweening
Linear Interpolation
Linear Interpolation
Usually not enough continuity
Usually not enough continuity
In-betweening
Spline Interpolation
Spline Interpolation
Maybe good enough
Maybe good enough
In-betweening
Cubic Spline Interpolation
Cubic Spline Interpolation
Maybe good enough
Maybe good enough
May not follow physical laws !!
May not follow physical laws !!
In-betweening
Cubic Spline Interpolation
Cubic Spline Interpolation
Maybe good enough
Maybe good enough
May not follow physical laws !!
May not follow physical laws !!
Articulated Figures
Character Poses Described by Set of Rigid
Character Poses Described by Set of Rigid
Bodies Connected by
Bodies Connected by
Joints
Joints
Base Arm Hand
Scene Graph
Articulated Figures
Well-Suited for Humanoid Characters
Well-Suited for Humanoid Characters
Articulated Figures
Joints Provide Handles for Moving Articulated
Joints Provide Handles for Moving Articulated
Figure
Figure
In-betweening
Compute Joint Angles between Keyframes
Compute Joint Angles between Keyframes
Example: Walk Cycle
Articulated Figure:
Articulated Figure:
Hip Knee Foot
Upper Leg
Ankle
Lower Leg
Hip Rotate
Hip Rotate + Knee Rotate
Upper Leg (Hip Rotate)
Foot (Ankle Rotate)
Lower Leg (Knee Rotate)
Example: Walk Cycle
Hip Joint Orientation:
Hip Joint Orientation:
Example: Walk Cycle
Knee Joint Orientation:
Knee Joint Orientation:
Example: Walk Cycle
Ankle Joint Orientation:
Ankle Joint Orientation:
Animation
H H
When we speak of an
When we speak of an
animation animation , we , we refer to the data required to pose a refer to the data required to pose a skeleton over some range of time skeleton over some range of time H H
This should include information to
This should include information to
specify all necessary DOF values over specify all necessary DOF values over the entire time range the entire time range H H
Sometimes, this is referred to as a
Sometimes, this is referred to as a
clip clip or even a or even a move move (as (as animation animation can be ambiguous) can be ambiguous)
Pose Space
H H
If a character has N
If a character has N
DOFs DOFs , then a pose can be thought of as a point , then a pose can be thought of as a point in N-dimensional pose space in N-dimensional pose space H H An animation can be thought of as a point moving through pose An animation can be thought of as a point moving through pose space, or alternately as a fixed curve in pose space space, or alternately as a fixed curve in pose space H H
One-shot
One-shot
animations are an open curve, while animations are an open curve, while loop loop animations animations form a closed loop form a closed loop H H
Generally, we think of an individual
Generally, we think of an individual
animation animation as being a as being a continuous curve, but there continuous curve, but there s no strict reason why we couldn s no strict reason why we couldn t have t have discontinuities (cuts) discontinuities (cuts)
Channels
H H If the entire animation is an N-dimensional curve in pose If the entire animation is an N-dimensional curve in pose space, we can separate that into N 1-dimensional curves, one space, we can separate that into N 1-dimensional curves, one for each DOF for each DOF H H
We call these
We call these
channels channels H H A channel stores the value of a scalar function over some 1D A channel stores the value of a scalar function over some 1D domain (either finite or infinite) domain (either finite or infinite) H H A channel will refer to pre-recorded or pre-animated data for A channel will refer to pre-recorded or pre-animated data for a DOF, and does not refer to the more general case of a DOF a DOF, and does not refer to the more general case of a DOFquotesdbs_dbs14.pdfusesText_20