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Logistics Test e-mail Animation Pipeline, Principles, Tools - PDF document

Logistics Test e-mail Animation Pipeline, Principles, Tools Anyone not get it? Test file in myCourses Anyone have problems Announcement Projects Animator KAREN AQUA at RIT Any questions? Tuesday, March 18 th


  1. Logistics • Test e-mail Animation Pipeline, Principles, Tools – Anyone not get it? • Test file in myCourses – Anyone have problems Announcement Projects • Animator KAREN AQUA at RIT • Any questions? – Tuesday, March 18 th (tomorrow) – Proposals due next Monday – 6-9 pm – Carlson Auditorium (76-1125) – Susan Lakin (photography) here today to talk about some ideas. – Marla Schweppe will be here Wednesday • Performance art and graphics • Motion capture Plan for today Animation pipeline • Susan Lakin • Review of what we saw on video last week. • Animation pipeline – Summary thoughts from last week’s videos • Tools to help you in the process. • The first of our motivational films • Principles of Animation.

  2. Animation Production Animation Production Story Story Layout Shading Model Animation Foley Voice Lighting Camera Postprocess Animation Production Animation Pipeline Story • Story Model Layout Shading – The story drives the process – Storyboard – rough drawings that tell the story – Tools for you • Paper • Pencil • Napkins • Palm of hands • Etc. Animation Pipeline Animation pipeline • Setting the stage • Setting the stage – Models –characters objects in story – Layout – staging / blocking – Tools for you – Tips for you • Modelers (in order of $$$) • Test using low-quality models – Emacs / vi • Test using wireframe or basic shading – Milkshape 3D – Rhino 3D – 3D Studio Max – Maya – Laser Modelers

  3. Animation Production Animation Pipeline Story • Setting the stage Layout Shading Model – Shading – defines look of your model. – Tools for you • OpenGL / DirectX defaults Animation – Gouraud, Phong Shading. • Renderman – BMRT – Aqsis – prman • Dare I say… – Cg (real time) Animation Pipeline Animation Pipeline • Animation • Animation – aka Motion Control – Tools for you – This is the crux of what you will be doing • Programming environment: C, C++, jav • 3D API: OpenGL / DirectX / java3D – Degrees of Freedom problem • Your job is to make the number of degrees of freedom manageable to an animator • Animator decides what is managable and what parameters should be under his/her control. Remember This? Animation Pipeline an·i·ma·tion (n) • Animation a motion picture made from a series of – A note about timing drawings simulating motion by means of • Film Frame Rate: 24 frames/sec • Video Frame Rate: approx. 30 frames / sec. slight progressive changes in the drawings • Realtime Frame Rate: variable – MUST CONSIDER WHEN doing realistic animation.

  4. Animation Production Animation Pipeline Story • Lighting Layout Shading Model – Set up virtual lighting to achieve visual goals. – Tools for you Animation • See shading & animation Lighting Animation Production Animation Pipeline Story • Camera Model Layout Shading – Render frames and assemble – Tools for you – Rendering Animation • Renderman • POV-Ray Lighting • Maya/3DSM • Radiance Camera • OpenGL/DirectX – real time Animation Production Animation Pipeline Story • Camera Layout Shading Model – Render frames and assemble – Tools for you – Assembly Animation Foley Voice • OpenGL/DirectX – real time • Non-real time Lighting – Adobe Premiere ($$$) – VideoWave III ($$$) – AVI Creator / Netpbm Camera Postprocess

  5. Animation Pipeline Animation Pipeline • If you wish to add sound • If you wish to add sound – Voice drives animation (lip sync) – Tools for you – Assembly • OpenAL/DirectSound – real time – Animation drive sound effects (foley) • Non-real time – Background music. – Also allows for titles, transitions, editing, etc, – Tools for you: » Adobe Premiere ($$$) • Foley – see Perry Cook’s page (Princeton) » VideoWave III ($$$) • OpenAL / DirectSound » Window Movie Maker • VAS – Spatialized Sound Animation Pipeline Motivational Film • Questions? • The Adventures of Andre and Wally B. – Lucasfilm (eventually became Pixar) – First Computer Animated Film by John Lassiter. • Break. Motivational Film Motivational Film • Luxo, Jr. • Luxo, Jr. – Pixar (1986) – The one that really started it all • Character far more important than effects • Showed that believable, sympathetic characters can be created via computer • They don’t even have to be human

  6. Animation Animation “There is no particular mystery in • Programming animation animation…it’s really very simple, and like – Creating tools for animators anything that is simple, It is about the hardest thing in the world to do” • Good to know the principles by which animators work -- Bill Tytla, Disney Animator, 1937 Principles of Animation Principles of Animation • Developed for traditional animation by Disney. • Developed for traditional animation by Disney: – Slow in and Slow Out • Applied to computer animation by John Lassiter – Arcs – Squash & Stretch – Exaggeration – Timing – Secondary Action – Anticipation – Appeal – Staging – Follow Through and Overlapping Action • We’ll go through each one in turn. – Straight ahead action and Pose-to-pose action Principles of Animation 1. Squash & Stretch • Web Sites (links on course site) • “The most important principle” – Ralph A. De Stefano (EVL – Univ Of Ill). • Most objects in the world are not rigid. – SIGGRAPH • For example, silly putty – Lassiter paper online – never changes volume or mass – Kim Roddy (Naval Postgrad School) • The amount of squash & stretch gives indication of rigidity of an object

  7. 1. Squash & Stretch 2. Timing • Object need not deform in order to squash • “More than any other principle, timing and stretch defines the weight of an object” Which ball is heavier? 2. Timing 3. Anticipation • Timing can also indicate an emotional state • “Anticipation is often used to explain what – Start Frame: a head looking over the right shoulder the following action is going to be” – End Frame: a head looking over the left shoulder • There are two main uses of anticipation: • No in-betweens - the character has been hit by a strong force and its head almost snapped off 1. Prepare for a movement • One in-betweens - the character has been hit by something substantial, .e.g., frying pan 2. To draw the viewers attention to • Two in-betweens - the character has a nervous twitch • Three in-betweens - the character is dodging a flying object something. • Four in-betweens - the character is giving a crisp order • Six in-betweens - the character sees something inviting Example: opening of Luxo Jr. • Nine in-betweens - the character is thinking about something • Ten in-betweens - the character is stretching a sore muscle 3. Anticipation 4. Staging • What is Wally going to do next • “Staging is the presentation of an idea so it is completely and unmistakably clear” – An important objective of staging is to lead the viewers eye to where the action will occur so that they do not miss anything. – Example: Luxo Jr…Jr is always focus when Dad & Jr on stage

  8. 4. Staging 4. Staging • Staging in silhouette • Luxo Jr. was staged to the side for clarity Andre’s itch is on side, If on belly, action would be in front of body and might be missed 4. Staging 5. Follow Through and Overlapping Action • “Follow through is the termination of an • Busy vs Still. action. Actions very rarely come to a sudden and – Link complete stop, but are generally carried past their termination point.” • The motion in most animation can be broken down in to three sections: – 1. Anticipation of an Action – the setup for an action 2. The Action – the actual action 3. The Follow Through- the movement at the end of a motion 5. Follow Through and Overlapping Action 6. Straight ahead action and Pose-to-pose action • Overlapping Action • The two main approaches to hand drawn animation. – “An action should never be brought to a – Straight ahead action complete stop before starting another action, • “the animator works straight ahead from his first drawing in and the second action should overlap the first.” the scene.” – Pose-to-pose (keyframing) • the animator plans his actions, figures out just what drawings will be needed to animate the business, makes the drawings concentrating on the poses, ... and then draws the inbetweens.” • Link

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