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Quiz 3, Go to www.cs.northwestern.edu/~animation/Project3/project.php
Please list the author and basic scene description.Write notes for our in-class critique based upon the following criteria
(positive and negative comments) • Created a Scene (backdrop & ground-plane): • Hero lighting
– Is it obvious where the viewer should be looking: – Interesting composition & sense of relationship: – Shadows
• Mood lighting:– Same objects, same composition, same camera angle as hero lighting: – Different light focusing on different character: – Conveys mood: – Main character still visible: – Main character still belongs to scene: – Shadows
Business
• Thanks carefully naming your Project 3 files – (Your TA appreciates it :)
• Final project proposal round 2 due Thursday– Start a web page (HTML format)– Who's in your group
– Overview with Goals
– Time table (schedule for what will be done when)• Include model sheets, story boards, material examples, etc
3D Animation
Rendering• 3D Scene and Motion• Sequence of Frames
– Rates: Video 30fps, Film 24fps
• Persistence of Vision
Animator must create ..• Illusion of Life• Weight
Animation
• Almost every property of every object in the scene can be animated (changed through time) – Models, cameras, …
– Transformations: ‘• Move
• Rotate
• Scale
– Modifications/Deformation: edits, bends, twists, manipulating a skeleton
– materials, colors, textures
Animation
• 3D Scene does not have – Gravity – Weight– Force – interactions between objects– (bit of a lie)
• You must make it seem so!
3D Characters
• Digital actor– Tin can– Sack of flower– Butterfly, beetle – Bird– Flower– Robot– Humanoid– Etc…
Typical Character
• Mechanics of movement must be convincing
• Skin and clothing moves & bends appropriately
• This process of preparing character controls is called rigging– Fully rigged character has
• Skeleton joints, surfaces, deformers, expressions, Set Driven Key, constraints, IK, Blendshapes, etc
Character Resolution
• Use low resolution character that has surfaces “parented” to skeleton– Allows interactive animations– Switch to full resolution character later
• Rag Doll; Skeleton by Proxy tutorial
http://www.goldenxp.com/tutorials/ragdoll/ragdoll1.htm
Typical Character Animation Workflow
• Character Design
• Model
• Skeleton Rigging
• Binding
• Animation
• Integration
• Rendering
For Project 4
• Concentrate on – Character Design
• Model Sheet with poses
– Modeling (simple)– Skeleton Rigging– Binding
Primary methods of Animation
• Keyframe
• Procedural– Expressions– Scripting
• Dynamics/Simulation– Physics
• Motion Capture
• Combinations of the above
Keyframe Workflow
1. Set Keys– Usually extreme positions– Less is more: Keys only the properties being
animated
2. Set Interpolation– Specify how to get from one key to another. – Secondary, but a necessary step.
3. Scrub Time slider and refine motion curve
Setting Keys
• Start with extreme positions
• Add intermediate positions– Secondary motion
• Less is more– Don’t add keys for properties that you are not
animating– Easier to manage/edit fewer keys
Motion Curves: Position vs. Time
QuickTime™ and aCinepak decompressor
are needed to see this picture.
Motion Curves
When is the box going
• Forward?• Backward?• Fastest?
Is the box • Starting from stop
or at rest?• Stopping at the end
or continuing?
Interpolation
• Specify how to get from one key to the other (inbetweening)
• Common types– Step: stay at the same value, then suddenly
switch– Linear: change at constant rate– Spline/Smooth: make it smooth
• All of these (and more) are useful and appropriate in the right circumstance
Smooth Interpolation
Soft changes of direction
QuickTime™ and aCinepak decompressor
are needed to see this picture.
Linear Interpolation
Hard changes of direction
Appears to be contacting other objects, instant changes
QuickTime™ and aCinepak decompressor
are needed to see this picture.
Step Interpolation
Object reappears in a totally different position
This is very useful. When?
QuickTime™ and aCinepak decompressor
are needed to see this picture.
Ease In/Out
Heavy objects take a while to get going
• trains
Use interpolation to emphasize this.
Ease in/out –or- Slow in/out means to leave the key slowly
QuickTime™ and aCinepak decompressor
are needed to see this picture.
Timing of the action
• Ahead of the story– Something will happened before we know what it is
• audience not yet aware
• character may knows what’s up
– Ex Alien Song
• Behind the story– Audience knows before character knows
– Ex: KnickKnack (1989)
• Keep audience Interested!
Motion of characters
• Along with key frame animation we can use kinematics– Kinematics = study of motion without regard to
the forces that cause it
Specify fewer degrees of freedom
More intuitive control
User Control of Kinematic Characters
• Joint Space– Position all joints (fine level of control)
• Cartesian Space– Specify environmental interactions easily
• Most DOF computed automatically
Inverse Kinematics
• Balance = keep center-of-mass over support polygon
• Control– Ex: position vaulter’s hands on line between
shoulder and vault– Ex: Compute knee angles that will give runner
the right leg length
Resources
• Laws of Cartoon Physics– http://www.cc.gatech.edu
/classes/cs8113f_97_spring/cartoon.html
• Learning Maya Tutorial list– http://www.learning-maya.com/rigging.php – Skeleton Tutorial
• http://web.alfredstate.edu/ciat/tutorials/SkeletonSetup.htm
– Rag Doll; Skeleton by Proxy tutorial• http://www.goldenxp.com/tutorials/ragdoll/ragdoll1.htm
– 5-minute Leg Rig• http://www.noir.org/tutorials/Xen%20Wildman/legrig/legrigtut.html