basics of computer animation
play

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


  1. CS-C3100 Computer Graphics Basics of Computer Animation 7.2 Animation Controls Jaakko Lehtinen Many slides courtesy of Jovan Popovic, Ronen Barzel, and Frédo Durand 1

  2. In This Video • User-friendly Controls for Animation • “Rigging” = Building Animation Controls • Keyframing as a General Approach 2

  3. How do you Control Animation? • Animation is (usually) specified using some form of low-dimensional controls… as opposed to remodeling the actual geometry for each frame. Can you think of examples? 3

  4. How do you Control Animation? • Animation is (usually) specified using some form of low-dimensional controls… as opposed to remodeling the actual geometry for each frame. Can you think of examples? 3

  5. Animation Controls • Animation is (usually) specified using some form of 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). t 4 t 1 t 2 t 3 4

  6. Animation Controls • Animation is (usually) specified using some form of 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). t 4 t 1 t 2 “Blendshapes” are keyframes that are t 3 just snapshots of the entire geometry. 5

  7. Modern Face Rig (link to video) Note the secondary effects caused on e.g. the cheeks when moving the jaw; the rig code does this behind the scenes 6

  8. Modern Face Rig (link to video) Note the secondary effects caused on e.g. the cheeks when moving the jaw; the rig code does this behind the scenes 6

  9. (Intuitive Control, non-animation) • Brits vs. the rest of us 2 DOF 2 DOF Which one is easier to use? 7

  10. 8

  11. • (Google QWOP if you didn’t get that) 9

  12. Building 3D models and their animation controls is a major component of every animation pipeline. Building the controls is called “rigging”. 10

  13. Articulated Character Models • Forward kinematics describes the positions of bones as a function of joint angles – Angles are the low- dimensional control. 11

  14. Articulated Character Models • 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 12

  15. Motion Capture is a form of IK • 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 13

  16. Motion Capture • 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! 14

  17. Video: Facial Mocap 15 Motek

  18. Video: Facial Mocap 15 Motek

  19. Skinning Characters • Embed a skeleton into a detailed character mesh • Animate “bones” – Using IK or other controls • Bind skin vertices to bones – Animate skeleton, skin will s e m move with it a G • Skeleton is the low-dim. c i p E control for the skin 16

  20. Skinning Characters • Embed a skeleton into a detailed character mesh • Animate “bones” – Using IK or other controls • Bind skin vertices to bones – Animate skeleton, skin will s e m move with it a G • Skeleton is the low-dim. c i p E control for the skin 17

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

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

  23. Modern & Lightweight: Monocular Tracking by Deep Learning • Detectron2 video (use this for extras in Assn’3!) 19

  24. Modern & Lightweight: Monocular Tracking by Deep Learning • Detectron2 video (use this for extras in Assn’3!) 19

  25. What Values are Keyframed? Images from the Maya tutorial 20

  26. What Values are Keyframed? • 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 Images from the Maya tutorial – Endpoint positions • Sometimes even geometry (vertex positions, normals) – “Blendshapes” 21

  27. That’s All! Remedy / Microsoft / ign.com 22

Download Presentation
Download Policy: The content available on the website is offered to you 'AS IS' for your personal information and use only. It cannot be commercialized, licensed, or distributed on other websites without prior consent from the author. To download a presentation, simply click this link. If you encounter any difficulties during the download process, it's possible that the publisher has removed the file from their server.

Recommend


More recommend