CS 4204 Computer Graphics Computer Animation Computer Animation - - PowerPoint PPT Presentation

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CS 4204 Computer Graphics Computer Animation Computer Animation - - PowerPoint PPT Presentation

CS 4204 Computer Graphics Computer Animation Computer Animation Yong Cao Yong Cao Virginia Tech Virginia Tech Objective Principles of Animation Principles of Animation Principles of Animation Keyframe Keyframe


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CS 4204 Computer Graphics

Computer Animation Computer Animation

Yong Cao Yong Cao Virginia Tech Virginia Tech

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Objective

Principles of Animation Keyframe Animation

  • Principles of Animation

Principles of Animation

  • Keyframe

Keyframe Animation Animation

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Principle of Traditional Animation – Disney

Squash and Stretch Slow In and Out Anticipation Exaggeration Follow Through and Overlapping Action Timing Staging Straight Ahead Action and Pose-to-Pose Action Arcs Secondary Action Appeal

  • Squash and Stretch

Squash and Stretch

  • Slow In and Out

Slow In and Out

  • Anticipation

Anticipation

  • Exaggeration

Exaggeration

  • Follow Through and Overlapping Action

Follow Through and Overlapping Action

  • Timing

Timing

  • Staging

Staging

  • Straight Ahead Action and Pose

Straight Ahead Action and Pose-

  • to

to-

  • Pose Action

Pose Action

  • Arcs

Arcs

  • Secondary Action

Secondary Action

  • Appeal

Appeal

http://www.siggraph.org/education/materials/HyperGraph/animation/character_animation/principles/prin_trad_anim.htm

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Squash and Stretch

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Slow In and Out

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Anticipation

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Exaggeration

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Timing and Follow through

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Secondary actions

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Keyframe Animation

Define Character Poses at Specific Time Steps Define Character Poses at Specific Time Steps Called Called “ “Keyframes Keyframes” ”

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Keyframe Animation

Interpolate Variables Describing Interpolate Variables Describing Keyframes Keyframes to to Determine Poses for Character in between Determine Poses for Character in between

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In-betweening

Linear Interpolation Linear Interpolation Usually not enough continuity Usually not enough continuity

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In-betweening

Spline Spline Interpolation Interpolation Maybe good enough Maybe good enough

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In-betweening

Cubic Cubic Spline Spline Interpolation Interpolation Maybe good enough Maybe good enough May not follow physical laws !! May not follow physical laws !!

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In-betweening

Cubic Cubic Spline Spline Interpolation Interpolation Maybe good enough Maybe good enough May not follow physical laws !! May not follow physical laws !!

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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

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Articulated Figures

Well Well-

  • Suited for Humanoid Characters

Suited for Humanoid Characters

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Articulated Figures

Joints Provide Handles for Moving Articulated Joints Provide Handles for Moving Articulated Figure Figure

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In-betweening

Compute Joint Angles between Compute Joint Angles between Keyframes Keyframes

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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)

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Example: Walk Cycle

Hip Joint Orientation: Hip Joint Orientation:

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Example: Walk Cycle

Knee Joint Orientation: Knee Joint Orientation:

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Example: Walk Cycle

Ankle Joint Orientation: Ankle Joint Orientation: