SLIDE 1
CS 4204 Computer Graphics
Computer Animation Computer Animation
Yong Cao Yong Cao Virginia Tech Virginia Tech
SLIDE 2 Objective
Principles of Animation Keyframe Animation
Principles of Animation
Keyframe Animation Animation
SLIDE 3 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
Slow In and Out
Anticipation
Exaggeration
- Follow Through and Overlapping Action
Follow Through and Overlapping Action
Timing
Staging
- Straight Ahead Action and Pose
Straight Ahead Action and Pose-
to-
Pose Action
Arcs
Secondary Action
Appeal
http://www.siggraph.org/education/materials/HyperGraph/animation/character_animation/principles/prin_trad_anim.htm
SLIDE 4
Squash and Stretch
SLIDE 5
Slow In and Out
SLIDE 6
Anticipation
SLIDE 7
Exaggeration
SLIDE 8
Timing and Follow through
SLIDE 9
Secondary actions
SLIDE 10
Keyframe Animation
Define Character Poses at Specific Time Steps Define Character Poses at Specific Time Steps Called Called “ “Keyframes Keyframes” ”
SLIDE 11
Keyframe Animation
Interpolate Variables Describing Interpolate Variables Describing Keyframes Keyframes to to Determine Poses for Character in between Determine Poses for Character in between
SLIDE 12
In-betweening
Linear Interpolation Linear Interpolation Usually not enough continuity Usually not enough continuity
SLIDE 13
In-betweening
Spline Spline Interpolation Interpolation Maybe good enough Maybe good enough
SLIDE 14
In-betweening
Cubic Cubic Spline Spline Interpolation Interpolation Maybe good enough Maybe good enough May not follow physical laws !! May not follow physical laws !!
SLIDE 15
In-betweening
Cubic Cubic Spline Spline Interpolation Interpolation Maybe good enough Maybe good enough May not follow physical laws !! May not follow physical laws !!
SLIDE 16
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
SLIDE 17 Articulated Figures
Well Well-
- Suited for Humanoid Characters
Suited for Humanoid Characters
SLIDE 18
Articulated Figures
Joints Provide Handles for Moving Articulated Joints Provide Handles for Moving Articulated Figure Figure
SLIDE 19
In-betweening
Compute Joint Angles between Compute Joint Angles between Keyframes Keyframes
SLIDE 20
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)
SLIDE 21
Example: Walk Cycle
Hip Joint Orientation: Hip Joint Orientation:
SLIDE 22
Example: Walk Cycle
Knee Joint Orientation: Knee Joint Orientation:
SLIDE 23
Example: Walk Cycle
Ankle Joint Orientation: Ankle Joint Orientation: