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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