Animation History and Techniques Week 9 :CCT370 – Introduction to Computer Visualization.

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Presentation transcript:

Animation History and Techniques Week 9 :CCT370 – Introduction to Computer Visualization

Animation  Animate = “to give life to”  Specify, directly or indirectly, how ‘thing’ moves in time and space  Tools

Two main categories  Computer-assisted animation  2D & 2 1/2 D  Inbetweening  Inking, virtual camera, managing data, etc  Computer generated animation  Low level techniques  Precisely specifying motion  High level techniques  Describe general motion behavior

Low level techniques  Shape interpolation (in-betweening)  Have to know what you want

High level techniques  Generate motion with set of rules or constraints  Physically based motion 

Abstraction Animator colors each pixel to Tell computer to “make movie about a dog”

Perception of Animations  Playback rate  Sampling or update rate  TV: 30 images/second  Sat Morning Cartoons:  6 different images per second  Each image repeated five times

Heritage of Animation  Persistence of vision: discovered about 1800s  Zoetrope or “wheel of life” - ted ted  Flip-book

Heritage of Animation  Camera to make lifeless things move  Meleis 1890 using simple tricks  Emil Cohl ( , French)

Heritage of Animation  J. Stuart Blackton (American)  Meet Thomas Edison in 1895  Combine drawing and file: “The Enchanted Drawing”  Six years later: “Humorous Phases of Funny Faces  Animated smoke in 1900; First animated cartoon in 1906

Heritage of Animation  First celebrated Animator  Winsor McCay (American)  Little nemo -  Gertie the Dinosaur (1914)

Heritage of Animation  First major technical development  John Bray /Earl Hurd (1910)  Translucent cels (short for celluloid) in compositing multiple layers  Use of grey scale (as opposed to B&W)  Color short in 1920 John Randolph Bray'sColonel Heeza Lair.

Heritage of Animation Out of Bray’s studio  Max Fleischer (Betty Boop,, Popeye)  Patented rotoscoping in 1915  Draing images on cells by tracing over previously recorded live action - 9UjM9UI40jk 9UjM9UI40jk  Paul Terry (Terrytoons: Mighty Mouse)  George Stallings(?)  Walter Lantz (Woody Woodpecker)

Heritage of Animation  Animation as an art form  First animated character with personality  Felix the cat by Otto Messmer (1920s)  Force to reckoned with  Sound and Walt Disney

Disney: Animation as an art form  Innovations  Story board to review story  Pencil sketch to review motion  Multi-plane camera stand  Color (not first to use color)  Sound!  Steamboat Willie (1928) 

Multiplane Camera  Move scene layers independently of camera

MGM and Warner Brothers, etc.

Other Media Animation  Computer animation is often compared to stop motion animation  Puppet animation  Willis O’Brian (King Kong)  Ray Harryhausen (Might joe Yong, Jason and the Argonauts)

Other Media Animation  Claymation  Pinhead animation  Sand animation  Physical object is manipulated, image captured, repeat 

Hierachy of film/animation Presentation Act Scene Shot Frame

Production of Animation  Preliminary story  Story board  Detailed story  Key Frames  Test shot  Pencil test  Inbetweening  Inking  Coloring Computer Animation basically follows this pipeline

Computer Animation as Animation  Lasseter translated principles of animation as articulated by two of Nine Old Men of Disney to computer animation  Lasseter is conventionally trained animator  Worked at Disney before going to Pixar  Many celebrated animations  Knick-knack (oscar-winning) 

Short History of Computer Animation In Research labs  NYIT - Still frame from Gumby animation by Hank Grebe and Dick Lundin, 1984.

In Research Labs  University of Utah  Films on walking and talking figure  Animated hand and animated face (1972)  University of Pennsylvania  Human figure animation (Norm Badler)  Cornell University  architectural walk-throughs (Don Greenberg)

History of Computer Animation  1974: Hunger by Rene Jodoin and Peter Foldes  2.5D system, object interpolation

Current activity Centers  University of Toronto's Computer Science Department  Simon-Fraser University's Graphics and Mulitmedia Research Lab  Georgia Tech's Graphics Visualization and Usability Center  Brown Computer Graphics Group  Ohio State University's ACCAD  Ohio State University's Department of Computer and Information Science  George Washington University Graphics Group  UC San Diego's Department of Computer Science and Engineering  University of North Carolina's Computer Science Department  MIT's Media Lab  MIT's Laboratory for Computer Science  University of Wisconsin at Madison

History of Film & Video  Companies  Mathematical Applications Group, Inc. (MAGI)  Information International Inc. (III, or Triple-I)  Digital Production  Digital Effects  Image West  Robert Abel and Associates  Cranston-Csuri.

Current Companies  Pixar (Disney Studios)  Industrial Light and Magic (ILM)  Pacific Data Images (PDI)  Xaos  Rhythm & Hues  Digital Domain  Lamb & Company  Metrolight Studios  Boss Film Studios  deGraf/Wahrman  R/Greenberg Associates  Blue Sky Productions  Sony Pictures  Cinesite  Imageworks  Apple…..

Animations that paved the way Pixar  Luxo Jr. (1986)  first computer animation to be nominated for an Academy Award  Red's Dream (1987)  Tin Toy (1988)  first computer animation to win an Academy Award  Knick Knack (1989)

Early CG in film  Future World (1976)  Star Wars (1977)  Lawnmower man (1992, Xaos, Angel Studios)  Hollywood’s view of VR  Tron (1982, MAGI)  Supposed to look like a computer  The Last Starfighter (1984)  Use CG in place of models  Willow (1988, ILM)  Morphing video  First digital blue screen matte extraction  Howard the Duck (1986, ILM)  First wire removal  The Abyss (1989, ILM)

More early CG in film  Jurassic Park (1993, ILM)  Forest Gump (1994, Digital Domain)  Insert CG ping pong ball  Babe (1995, Rhythm & Hues)  Move mouths of animals & fill in background  Toy Story (1995, Pixar & Disney)  First full length fully CG 3D animation

Early CG on TV  Reboot (1995, Limelight Ltd. BLT Productions)  Similar intention of “inside computer”  First fully 3D Sat. morning cartoon  Babylon 5 (1995)  Routinely used CG models as regular features  Simpsons (1995 PDI)

 Early 2D Animation: Used traditional techniques  Early 3D Animation: Neglected traditional techniques.  Understanding the 11 Fundamental principles of traditional animation techniques is essential to producing good computer animation. Animation Techniques Disney animators Ollie Johnston and Frank Thomas in their 1981 book

1. Squash and Stretch  Teaches basic mechanics of animation.  Defines rigidity of material.  Important in facial animation.

Squash and Stretch Cont.  Can relieve the disturbing effect of strobing.  om/watch?v=1Fy8hxG NvS4&feature=relate d om/watch?v=1Fy8hxG NvS4&feature=relate d

2. Timing and Motion  Gives meaning to movement.  Proper timing is critical to making ideas readable. Examples: 1. Timing: tiny characters move quicker than larger ones. 2. Motion: can define weights of objects. =related

Heavy vs. Light Objects

3. Anticipation Preparation for an action ed Example: Goofy prepares to hit a baseball.

4. Staging A clear presentation of an idea. Some Techniques: 1.Use motion in a still scene or use of static movement in a busy scene. 2.Use of silhouettes (to the side)

5. Follow Through and Overlapping Action 1. Follow Through Termination part of an action. 2. Overlapping Action Starting a second action before the first has completed. Example: after throwing a ball Example: Luxo Jr.’s hop with overlapping action on chord.

6. Straight Ahead Action and Pose-to- Pose Action 1. Straight Ahead Animator start from first drawing in the scene and draw all subsequent frames until the end of scene. 2. Pose-to-Pose Animator plans actions, draws a sequence of poses, in between frames etc.

7. Slow in and Out Spacing of inbetween frames to achieve subtlety of timing and movement. v=PptuB4WWttk 1.3d keyframe comp. Systems uses spline interpolation to control the path of an object. 2.Has tendency to overshoot at extremes (small # of frames).

8. Arcs  Visual path of action for natural movement.  Makes animation much smoother and less stiff than a straight line.

9. Exaggeration  Accentuating the essence of an idea via the design and the action.  Needs to be used carefully. Example: Luxo Jr. made smaller to give idea of a child.

10. Secondary Action  Action that results directly from another action.  Used to increase the complexity and interest of a scene. Example: Body movement is the primary action, facial expression is the secondary action

11. Appeal  Refers to what an audience would like to see.  Character cannot be too simple (boring) or too complex. Examples: Avoid mirror symmetry, assymmetry is interesting.

Summary of techniques  elated elated

Role of Personality  Animator’s first goal is to entertain.  Success of animation lies in the personality of the characters. Conclusion Hardware/Software are simply not enough, these principles are just as important tools too.

Critique PROs 1. Clear and concepts explained well with pictures and examples. CONs 1. Need more examples on “bad animation” 2. What really makes good vs bad animation? Need to make a better one on one comparison. 3. Personality section: is it necessary?

Outline 1. Principles of Traditional Animation Applied to Computer Animation. 2. Animation: Can it facilitate? 3. On Creating Animated Presentations

Overview  Graphics have many advantages.  What makes graphics effective ? 1. Congruence Principle 2. Apprehension Principle  Can Animation facilitate?

Advantage Graphics 1. Help in communication. 2. May save words by showing things that would otherwise need many. 3. Externalize internal knowledge I. Reduces the burden on memory and processing by off-loading. II. Makes underlying structures and processes transparent. 4. Used carefully can facilitate comprehension, learning, memory, communication and inference Graphics are not always effective. (text vs graphics)

Criteria 1: Congruence Principle The structure and content of the external representation should correspond to the desired structure and content of the internal representation.

Animation  By Congruence Principle: should be natural way for conveying concepts of change, just as space in graphics is a natural for conveying actual space.  Appear to be effective for expressing processes ie. Weather patterns, circuit diagrams, or circulatory systems etc.  Compelling and attractive

Evaluating Animation  Needs to be compared to graphics that do not change with time, as it is change with time that animation adds.  How well does animation teach complex systems: mechanical, biological, physical, and operational.

Selective Review of Research on Animation

Incomparable Procedures In Static and Animated Graphics. 1.Interactivity versus Animation 2.Prediction versus Animation Why the confusion? Success of animation due to advantages of extra information conveyed, rather than animation of the information. Animation is attractive and exciting.

Criteria 2: Apprehension Principle The structure and content of the external representation should be readily and accurately perceived and comprehended.

Why Do Animations Fail? 1. Animations may be hard to perceive. 2. Animations may be comprehended discretely. 3. Not universally preferred and often require expertise for understanding.

Conclusions and Implications 1. Many apparent successes turn out not to be successes. 2. Congruence and Apprehension Principles. 3. Interactivity may be key to overcome animations’ drawbacks. 4. Animation must be used with care.

Outline 1. Principles of Traditional Animation Applied to Computer Animation. 2. Animation: Can it facilitate? 3. On Creating Animated Presentations

Overview 1. Microsoft estimates ~30 million ppt presentations are made everyday 2. Animation could improve them. 3. PPT is essentially static in nature. 4. Examine how meaningful animations can be created to improve live presentations.

Authoring Principles for Animations for Presentations 1. Use parameterization at all levels of the system. 2. Treat animations as models - animations are treated as parameterized models that have a single parameter: time. 3. Build slides hierarchically

Example of Parameterization

Example of Parameterization:

Test Harness

Animation Test Harness Example of Animation Script:

Animation Principles for Presentations. 1. Make all movement meaningful 2. Avoid instantaneous changes 3. Reinforce structure with transitions 4. Create a large virtual canvas 5. Smoothly expand and compress detail

Animation Principles for Presentations cont. 6. Manage complexity through overlays  Do one thing at a time.  Reinforce animation with narration.  Distinguish dynamics from transitions.

Resources  Milestones of the animation industry in the 20th Century  s.php3 s.php3  index.com/a/an/animation.html#History%20of%20Animatio n index.com/a/an/animation.html#History%20of%20Animatio n  Brief History of NYIT Computer Graphics Lab 2.cs.cmu.edu/~ph/nyit/masson/nyit.htmlhttp://www- 2.cs.cmu.edu/~ph/nyit/masson/nyit.html

Next class  Topic: Visualizing Faces in Digital Spaces (Guest Speaker: Joseph Ferenbok)  Readings:  Slides will be posted after lecture  In labs today: Using Google SketchUp to create specific figures for Photoshop CS4.