Animator Help Session.

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Presentation transcript:

Animator Help Session

Agenda Sample & Skeleton Hierarchical Modeling - Requirements Curve implementation - What are all those vectors? - Where should I put things? Particle System - What should I implement? - Cool forces

Agenda Creating your artifact Animating well vs. well… just animating Selecting a curve type Compositing Animating well vs. well… just animating Timing Music Lights & Camera Lasseter’s animation principles Extra credit ideas

Sample & Skeleton Modeler View vs. Curves View Graph Widget Interface Mouse Commands Animation Scripts Movie Frames

Hierarchical Modeling Requirements Come up with a character Must have at least 10 primitives and 4 levels of hierarchy Expressive characters allow more interesting animation Build up from robotarm.cpp Control your character Add slider(s) to control positioning of at least one component Add slider to control 2 or more components at once

Spline Curves Requirements Bezier curve can linearly interpolate in cases where there are not enough control points ( < 4 or for the last couple in your set ) B-spline Catmull-Rom curve must be a function! sample solution is not perfectly correct; you must do at least as well as sample.

Curve Implementation What are all those vectors? In any specific curveEvaluator class ptvCtrlPts: a collection of control points that you specify in the curve editor ptvEvaluatedCurvePts: a collection of evaluated curve points that you return from the function calculated using the curve type’s formulas fAniLength: maximum time that a curve is defined bWrap: a flag indicating whether or not the curve should be wrapped

Curve Implementation Where should I put things? Create curve evaluator classes for each that inherit from CurveEvaluator Bezier B-spline Catmull-Rom In GraphWidget class Change the skeleton to call your new constructors in the GraphWidget class.

Particle System Requirements Particle System class Should have pointers to all particles and a marching variable (time) for simulation If you have two separate simulations (say, cloth sim and particles that respond to viscous drag) you may want to make that distinction here (as well as in your force and particle implementation Solver In the skeleton, this actually exists within the Particle System class Particles

Particle System Requirements Two distinct forces Distinct may mean forces whose values are calculated with different equations (gravity and drag are distinct because gravity eq is of form f=ma, where drag is defined in terms of a drag coefficient and velocity) Alternatively (and better): distinct may mean that one force is a unary force and another is a n-ary force or spacially driven force Connect to Hierarchical model

Particle System What should I implement? Canonical components Constructor Destructor etc Simulation functions drawParticles() startSimulation() computeForcesAndUpdateParticles() stopSimulation()

Particle System What should I implement? Particle struct or class you may have several of these if you have multiple types of simulations If this is the case, take advantage of inheritance Force class An elegant implementation would include a generic Force class and a variety of distinct forces that inherit from it

Particle System Embedding in your hierarchy Need to find World Coordinates of Particles - Model View Matrix - Inverse Camera Transformation - Generate world coordinate for particles by undoing camera transformations to the point you want to launch from. Euler Method Hooking up your particle System

Particle System Some Cool Forces Particles in a lattice Cloth simulation Deformable objects Flocking Will require multiple forces: Attractive force that affects far away particles Repulsive force that affects nearby particles What else?

Particle System Creating Your Artifact Choice of curve types Bezier Curves Recall the animation of a bouncing ball When the ball hits the ground, the curve describing its position should have a C1 discontinuity Without C1 discontinuity here, the animation will look wrong Catmull-Rom is usually the preferred curve choice… but unless your project supports the option to add C1 discontinuity at will, you might find yourself trying to fight the Catmull-Rom to create pauses and other timing goodies

Particle System Creating Your Artifact Compositing Recommended that you break your intended artifact up into shorter clips combining them all in the end. This will make your life easier for many reasons: Splitting up work is straightforward Changing camera angles is GOOD for a composition You can incrementally complete your artifact Adobe Premiere Play around with it, check the website for some details on how to use it. The user interface is pretty intuitive.

Extra Credit ideas Tension control for Catmull-Rom Interpolating splines are cool because keyframing the parameter values that you want is more intuitive… But what about the time instances not keyed? Without control of curve tension, you may not get the parameter values that you would really like, and your animation could suffer Allow control points to have C0, C1, or C2 continuity This can be VERY helpful in creating a good animation Initialize particle velocity with velocity of model hierarchy node to which it is attached This is fairly easy and will make your particle system noticeably more realistic

Extra Credit ideas Billboarding Baking Adding support for sprites (billboarding) can DRASTICALLY increase the aesthetic quality of your simulation Additional benefit: very easy to ‘skin’ particles and make multiple instance of same particle look unique Baking A must for complicated simulations or for particle systems with a lot of particles

Extra Credit ideas Collision detection Better forces Texture Maps Motion Blur Lens flare

Animating well vs. well… just animating Story Boarding Timing Sound Lights and Camera Lasseter’s Animation Principles

Any Questions? Email the staff!