Basics of Computer Animation 7.2 Animation Controls Jaakko - - PowerPoint PPT Presentation

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Basics of Computer Animation 7.2 Animation Controls Jaakko - - PowerPoint PPT Presentation

CS-C3100 Computer Graphics Basics of Computer Animation 7.2 Animation Controls Jaakko Lehtinen Many slides courtesy of Jovan Popovic, Ronen Barzel, and Frdo Durand 1 In This Video User-friendly Controls for Animation


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SLIDE 1

Many slides courtesy of Jovan Popovic, Ronen Barzel, and Frédo Durand

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Basics of Computer Animation

7.2 Animation Controls CS-C3100 Computer Graphics Jaakko Lehtinen

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SLIDE 2

In This Video

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  • User-friendly Controls for Animation
  • “Rigging” = Building Animation Controls
  • Keyframing as a General Approach
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SLIDE 3

How do you Control Animation?

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  • Animation is (usually) specified using some form
  • f low-dimensional controls… as opposed to

remodeling the actual geometry for each frame.

Can you think of examples?

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SLIDE 4

How do you Control Animation?

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  • Animation is (usually) specified using some form
  • f low-dimensional controls… as opposed to

remodeling the actual geometry for each frame.

Can you think of examples?

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SLIDE 5

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  • Animation is (usually) specified using some form
  • f low-dimensional controls… as opposed to

remodeling the actual geometry for each frame.

– Example: The joint angles (bone transformations) in a hierarchical character determine the pose – Example: A rigid motion is represented by changing the object-to-world transformation (rotation and translation).

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Animation Controls

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SLIDE 6

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  • Animation is (usually) specified using some form
  • f low-dimensional controls as opposed to

remodeling the actual geometry for each frame.

– Example: The joint angles (bone transformations) in a hierarchical character determine the pose – Example: A rigid motion is represented by changing the object-to-world transformation (rotation and translation).

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“Blendshapes” are keyframes that are just snapshots of the entire geometry.

Animation Controls

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SLIDE 7

Modern Face Rig (link to video)

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Note the secondary effects caused on e.g. the cheeks when moving the jaw; the rig code does this behind the scenes

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SLIDE 8

Modern Face Rig (link to video)

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Note the secondary effects caused on e.g. the cheeks when moving the jaw; the rig code does this behind the scenes

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(Intuitive Control, non-animation)

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  • Brits vs. the rest of us

2 DOF 2 DOF Which one is easier to use?

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  • (Google QWOP if you didn’t get that)
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Building 3D models and their animation controls is a major component of every animation pipeline. Building the controls is called “rigging”.

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Articulated Character Models

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  • Forward kinematics describes

the positions of bones as a function of joint angles

– Angles are the low- dimensional control.

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SLIDE 14

Articulated Character Models

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  • Inverse kinematics specifies

target locations for bones and solves for joint angles

– IK target positions are also routinely used as animation controls – That’s the point in IK: to make control easier!ll

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SLIDE 15

Motion Capture is a form of IK

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  • Usually uses optical markers and multiple

high-speed cameras

  • Triangulate to get marker 3D position

– (Again, structure from motion and projective geometry, i.e., homogeneous coordinates)

  • Captures style, subtle nuances and realism
  • But need ability to record someone
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Motion Capture

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  • Motion capture records

3D marker positions

– But character is controlled using animation controls that affect bone transformations!

  • Marker positions must be

translated into character controls (“retargeting”)

– A kind of inverse kinematics!

?

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Video: Facial Mocap

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Motek

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SLIDE 18

Video: Facial Mocap

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Motek

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Skinning Characters

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  • Embed a skeleton into a

detailed character mesh

  • Animate “bones”

– Using IK or other controls

  • Bind skin vertices to bones

– Animate skeleton, skin will move with it

  • Skeleton is the low-dim.

control for the skin

E p i c G a m e s

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SLIDE 20

Skinning Characters

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  • Embed a skeleton into a

detailed character mesh

  • Animate “bones”

– Using IK or other controls

  • Bind skin vertices to bones

– Animate skeleton, skin will move with it

  • Skeleton is the low-dim.

control for the skin

E p i c G a m e s

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Input Classical heavy CV + manual cleanup Our deep neural net (90% total time save)

Production-Level Facial Performance Capture Using Deep Convolutional Neural Networks Samuli Laine, Tero Karras, Timo Aila, Antti Herva, Shunsuke Saito, Ronald Yu, Hao Li, and Jaakko Lehtinen

  • Proc. SIGGRAPH/EUROGRAPHICS Symposium on Computer Animation (SCA) 2017, 2017.
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Input Classical heavy CV + manual cleanup Our deep neural net (90% total time save)

Production-Level Facial Performance Capture Using Deep Convolutional Neural Networks Samuli Laine, Tero Karras, Timo Aila, Antti Herva, Shunsuke Saito, Ronald Yu, Hao Li, and Jaakko Lehtinen

  • Proc. SIGGRAPH/EUROGRAPHICS Symposium on Computer Animation (SCA) 2017, 2017.
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SLIDE 23

Modern & Lightweight: Monocular Tracking by Deep Learning

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  • Detectron2 video (use this for extras in Assn’3!)
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SLIDE 24

Modern & Lightweight: Monocular Tracking by Deep Learning

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  • Detectron2 video (use this for extras in Assn’3!)
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SLIDE 25

What Values are Keyframed?

Images from the Maya tutorial

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SLIDE 26

What Values are Keyframed?

Images from the Maya tutorial

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  • Camera and object positions

and orientations – Use quaternions for orientations

  • Skeletal joint angles for skinning

– Bone transformations

  • Higher-level controls

– Smile control, eye blinking, etc.

  • Inverse kinematics

– Endpoint positions

  • Sometimes even geometry (vertex positions, normals)

– “Blendshapes”

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SLIDE 27

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That’s All!

Remedy / Microsoft / ign.com