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Human body animation March 2010 Based on slides by Marco Gillies - PDF document

Computer Animation Aitor Rovira Human body animation March 2010 Based on slides by Marco Gillies Human Body Animation Skeletal Animation Skeletal Animation (FK, IK) Motion Capture The fundamental aspect of human body motion is the


  1. Computer Animation Aitor Rovira Human body animation March 2010 Based on slides by Marco Gillies Human Body Animation Skeletal Animation • Skeletal Animation (FK, IK) • Motion Capture • The fundamental aspect of human body motion is the motion of the skeleton. • Motion Editing (retargeting, styles, content) • Motion Graphs • The motion of rigid bones linked by • Skinning rotational joints. • Multi-layered Methods Typical Skeleton Forward Kinematics (FK) • Circles are rotational • The position of a link is calculated by joints lines are rigid concatenating rotations and offsets links (bones) • The red circle is the root (position and rotation offset from the origin) R 0 • The character is P 2 animated by rotating R 1 joints and moving and rotating the root O 1 O 0 O 2

  2. Forward Kinematics (FK) Joint Limits • Joints are generally represented as full • Pros: 3 degrees of freedom quaternion – Simple. rotations. – Used for the majority of real time animation systems. • Human joints can’t handle that range. • Either you build rotation limits into the • Cons: animation system. – It can be fiddly to animate with in some • Or you can rely on the methods cases, e.g. if you want to make sure that a generating joints angles to give hand is in contact with an object it can be reasonable values. difficult. Inverse Kinematics Inverse Kinematics • Given a desired position for a part of the body • Pros: (end effector) work out the required joint – Very powerful tool. angles to get it there. – Generally used in animation tools and for • In other words, given P t what are R 0 and R 1 ? applying specific constraints. R 0 • Cons: P t – Computationally intensive. R 1 – Underconstrained for more than 2 links. O 1 O 2 Motion Capture Motion Capture • Record motion • Put markers on from a real actor the body. performing • Track the actions and map positions of the it to a skeleton. marker points. • Very heavily used in film industry and computer games.

  3. Motion Capture - Pipeline Motion Capture • (video) Markerless Optical Motion Optical Motion Capture Capture • Just point a camera at someone and figure out their motion. • Use reflective passive markers and infra-red to avoid problems of colour. • Pros: • Pros: – Almost perfect in theory. – Lightweight, Cheap. • Cons: – Most commonly used. – Very, very, difficult computer vision issues • Cons: – Still at the stage of research prototypes – Problems of occlusion. – Restricted to a certain 3D space. Magnetic Motion Capture Mechanical Motion Capture • Magnetic transmitters on • Put strain gauges the body (active markers) etc. on the body • Base station measures relative positions • Pros: • Pros: – Self contained (less constrained by area in – Very accurate which you do it) • Cons: – Can directly output joint angles – Expensive • Cons: – Bulky

  4. Mocap - Conclusions Motion Editing • Pros: – Motion capture produces highly realistic • How can we transform motion data to animation. that we can re-use it in new contexts? • Cons: – Cleaning process can be really time • If we can do this in real time it allows us consuming. to have characters that respond to – it is inflexible, you can only play back what events realistically. you have captured. – difficult to apply to new physical situations (picking up a cup from a different place) – or new styles (different emotion) Motion Editing – Style and Content Motion Editing - Retargeting • Retargeting: maps the motion of a • A motion can be separated into a performer to a character of different Content component and a Style proportions. component – Content: walking, sitting down, jumping • Motion Warping: smoothly add small – Style: angry, masculine, proud changes to a motion to adapt it to a • Attempt to separate style and content different style. – change style of a motion – apply style of one motion to another Motion Graphs Motion Graphs • Each node is a possible transition • Useful to create sequences of random point. motions. • Each edge is a • Given a corpus of motion capture data motion clip to go (usually short clips), automatically between transition construct a directed graph connecting points. the different motions and the transitions. • Walking the graph • L.Kovar, SIGGRAPH ‘02 generates a motion.

  5. Motion Graphs Making it look good • A skeleton is a great way of animating a character but it doesn’t necessarily look very realistic when rendered. • The simplest way is to make each joint a transform. • OK, but body is broken up. ! We need to add a graphical “skin” around the character. Smooth Skinning Smooth Skinning • We want to represent a character as a • Associate each vertex in a mesh with single smooth mesh (a “skin”). one or more joints. • The vertices are transformed individually by their associated joints. • This should deform smoothly based on the motion of the skeleton. • Each vertex has a weight for each joint. • The resulting position is a weighted sum of the individual joint transforms. Smooth Skinning Multi-layered Methods • The deformation of a human body does not only depend on the motion of the skeleton. • The movement of muscle and fat also affect the appearance. • Soft tissues need different techniques from rigid bones.

  6. Multi-layered Methods • More advanced character animation Facial Animation systems use multiple layers. • Geometric methods. – e.g. free form deformations (based on NURBS) • Physical models based on fat and muscle layers. Facial animation Facial Animation • Do not have a common underlying • Concepts structure like a • Methods skeleton. – Facial Bones – Muscle Models – Facial Motion Capture – Morph Targets • Visemes and Lip Sync Concepts Methods • Psychologist Paul Eckman defines a set • There is plenty of methods: of six universal human emotions: – Facial bones – Joy, sadness, surprise, anger, disgust, fear – Muscle models • All are independent of culture. – Facial Motion Capture – Morph Targets • Each has a distinctive facial expression.

  7. Facial Bones Muscle Models • Similar to bones in body animation • Model each of the muscles of the face. • A set of underlying objects that can be • Each muscle is affected by a bone. moved to control the mesh • Or there could be a more complex – Position change physical simulation as mentioned for multi-layered body animation. – Springs • Each bone affects a number of vertices with weights in a similar way to smooth skinning for body animation. Facial Motion Capture Facial Motion Capture • Markerless motion capture techniques can also be considered. • Better developed than for body motion. • Gives reasonable results. ! The motion capture is mapped to the mesh, not to a set of bones. Morph Targets Morph Targets • Have a number of facial expressions, each represented by a separate mesh. • Build new facial expressions out of these base expressions. • Transition from one to another smoothly.

  8. Morph Targets Morph Targets • Movie • Pros: – A good low level animation technique. No restrictions to design them. • Cons: – Making them can take a lot of time if done manually. – Requires a lot of memory. – We might need higher level ways to animate faces. Visemes and Lip-sync Visemes and Lip-sync • Each sound (phoneme) has a distinctive mouth shape • An important problem is how to animate people talking. • Can create a morph target for each sound (visemes) • Analyse the speech or text into • In particular how to animate appropriate phonemes (automatically done by text mouth shapes for what is being said. to speech engine) • Match phonemes to visemes and generate morph target weights Visemes and Lip-sync • Very hard to do well (I’ve never seen it done perfectly). • Speech and mouth shapes are more Thanks complex than phonemes and visemes – e.g. running one word into another

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