ATEC Procedural Animation

Slides:



Advertisements
Similar presentations
Coordinate Systems Dr. Midori Kitagawa.
Advertisements

ATEC Procedural Animation Introduction to Procedural Methods in 3D Computer Animation Dr. Midori Kitagawa.
Dr. Midori Kitagawa University of Texas at Dallas Arts and Technology Program.
ATEC Procedural Animation Introduction to Procedural Methods in 3D Computer Animation Dr. Midori Kitagawa.
Jinxiang Chai CSCE441: Computer Graphics Coordinate & Composite Transformations 0.
Business and Computing Deanery 3D Modelling Tools Week 13 Animation.
Motion Capture Animation
22C:196 Computer Animation Instructor: Joe Kearney 101M MLH
Pre Production I.Concept II.Story Development III.Visual Development IV.Technical Direction V.Production Management.
05/09/02(c) 2002 University of Wisconsin Last Time Global illumination algorithms Grades so far.
Lesson 1: Intro to Animation
CS 480/680 Computer Graphics Course Overview Dr. Frederick C Harris, Jr. Fall 2012.
Business and Computing Deanery Multimedia Week 6 Animation.
Digital Multimedia, 2nd edition Nigel Chapman & Jenny Chapman Chapter 8 This presentation © 2004, MacAvon Media Productions Animation.
3D COMPUTER GRAPHICS IMD Chapter 1: 3D Computer Graphics Chapter 1: 1 Lecturer: Norhayati Mohd Amin.
Passage Three Multimedia Application. Training target: In this part , you should try your best to form good reading habits. In order to avoid your ill.
Computer Graphics 2 In the name of God. Outline Introduction Animation The most important senior groups Animation techniques Summary Walking, running,…examples.
Computer Graphics I, Fall 2008 Introduction to Computer Graphics.
 The creation of moving pictures one frame at a time Literally 'to bring to life' e.g. make a sequence of drawings on paper, in which a character's position.
Motion Capture Animation & Procedural Animation
Jinxiang Chai Composite Transformations and Forward Kinematics 0.
Computer Graphics Researched via: Student Name: James Wood Date: 4/29/10.
Business and Computing Deanery 3D Modelling Tools Week 13 Animation.
Sky Boxes and Vector Math 2 Course Information CVG: Programming 4 My Name: Mark Walsh Website:
ATEC Procedural Animation
Subject Name: Computer Graphics Subject Code: Textbook: “Computer Graphics”, C Version By Hearn and Baker Credits: 6 1.
Animation.
B.Sc. Multimedia Computing3D Modelling and Animation Welcome to 3D Modelling & Animation UFCEKT-20-3.
ATEC Procedural Animation Introduction to Procedural Methods in 3D Computer Animation Dr. Midori Kitagawa.
Motion Graphics Tony Johnson - Eccleston. Music Video In this video i am talking about all the motion graphic.
Lecture 5: 11/5/1435 Computer Animation Lecturer/ Kawther Abas CS- 375 Graphics and Human Computer Interaction.
Animation Animation is about bringing things to life Technically: –Generate a sequence of images that, when played one after the other, make things move.
Jinxiang Chai CSCE441: Computer Graphics Coordinate & Composite Transformations 0.
3D Animation 1. Introduction Dr. Ashraf Y. Maghari Information Technology Islamic University of Gaza Ref. Book: The Art of Maya.
Game Development with Unity3D
How to Program a Game: A Super Crash Course, A Talk or Something!
EEC-693/793 Applied Computer Vision with Depth Cameras
Games Development Practices 3D Modelling
Character Design for Animation and Games
ATCM 3310 Procedural Animation
CSCE 441 Computer Graphics: Keyframe Animation/Smooth Curves
ATEC Procedural Animation
GIF or Not GIF? Use GIF for animation:
EEC-693/793 Applied Computer Vision with Depth Cameras
ATCM 3310 Procedural Animation
ATEC Procedural Animation
ATCM 3310 Procedural Animation
ATCM 6017 Procedural Animation
Assignment 8 Chess Game.
CNM 190 Advanced Digital Animation
EEC-693/793 Applied Computer Vision with Depth Cameras
3D Modelling & Animation
Procedural Animation Introduction to Procedural Methods in 3D Computer Animation Dr. Midori Kitagawa.
Procedural Animation Introduction to Procedural Methods in 3D Computer Animation Dr. Midori Kitagawa.
Blender API: Part 2: Game Engine
ATEC Procedural Animation
Procedural Animation Lecture 6: Mapping
Prepared by: Engr . Syed Atir Iftikhar
Chapter I Introduction
ATCM 6017 Procedural Animation
(c) 2002 University of Wisconsin
CSCE441: Computer Graphics Coordinate & Composite Transformations
CSCE441: Computer Graphics 2D/3D Transformations
Computer Graphics Lecture 15.
Procedural Animation Lecture 2: 3D & Houdini basics
Coordinate Systems Dr. Midori Kitagawa.
EEC-693/793 Applied Computer Vision with Depth Cameras
Computer Graphics Introduction to Shaders
Introduction to spagetti and meatballs
GIF or Not GIF? Use GIF for animation:
Presentation transcript:

ATEC 3316.001 Procedural Animation Introduction to Procedural Methods in 3D Computer Animation Dr. Midori Kitagawa

In class Pay attention Take notes Learn Be ready for a pop quiz

Lecture 2: 3D animation foundations What is procedural animation? -- Three types of 3D computer animation World space vs. object space Order of transformation Pivot Houdini

What is procedural animation? Three types of 3D computer animation Keyframe animation Motion capture animation Procedural animation

Keyframe animation Read Kerlow Section 11.1

Keyframe animation Keyframe is a drawing of a key moment in an animated sequence, where the motion is at its extreme. Inbetweens fill the gaps between keyframes. Every motion is created by animators. Read Kerlow Section 11.1

Keyframe animation To produce keyframe animation, the animator builds the behavior of a 3D model by keying parameter values in frames where the values are at their extremes. Read Kerlow Section 11.1

Keyframe animation Based on traditional hand-drawn 2D keyframe animation method. Animation is manually produced from scratch. Examples: Pixar and Blue Sky animations Read Kerlow Section 11.1

Motion capture animation Read Kerlow Section 12.2

Motion capture animation To produce a motion capture animation, the motion of a capture subject is recorded as 3D data and applied to a 3D model. The animation is produced from the capture subject’s movement. Read Kerlow Section 12.2

Motion capture animation Although no 3D data is involved in rotoscoping, motion capture technology is sometimes referred as “devil’s rotoscoping.” Examples: CGI characters in live action films, 3D animations and games Read Kerlow Section 12.2

Procedural animation

Procedural animation To produce a procedural animation, the animator defines a procedure or a set of operations to be performed. Each operation can generate or alter data that passes through it and can be conditionally or non-conditionally executed.

Procedural animation With some procedural methods (e.g., particle systems, rigid dynamics and flexible dynamics), the user specifies a set of rules, initial conditions and parameter values and runs simulations. Physics-based animation is a subset of procedural animation http://work.gmunk.com/TRON-Fireworks

Procedural animation Procedural methods can be used in any part of production pipeline to produce geometries, textures, lights, rigs, animation, composites, sounds and other elements. Examples: visual effects (e.g., smokes, steam, fire, clouds, dust and water) in live action films and 2D/3D animations.

World space & object space Scene is built with an arbitrary number of objects, lights and cameras in the world space, which is also called the world coordinate system or global coordinate system. Each object is generated in its object space, which is also called an object coordinate system or local coordinate system.

World space & object space in Houdini World space is cal led the scene level or object level. Object space is called the geometry level or SOP level.

Houdini: Scene level and geometric container objects Geometry container object is often simply called “object.” Objects, cameras and lights define a scene in the scene level.

Houdini: Geometry level and surface nodes Surface nodes are also called Surface Operators or SOPs. SOPs in the geometry level define the geometry inside the geometric container object.

World space & object space Object space and world space work together. For instance, if the geometric center of an object is at the origin of its object space and if the object is placed at the origin of the world space, it will be centered at origin of the world space. However, if the geometric center of an object is not centered at the origin of its object space, it will be off-centered in the world space even if it’s placed at the origin of the world space. Demo in Houdini

Global transformation vs. local transformation Transforming an object in the scene level is considered as global transformation animation. Transforming a geometry in the geometry level is considered as local transformation or deformation.

Order of transformation Specifies in what order transformations are applied to an object. Changing the order of transformation yield different results. Demo in Houdini

Pivot Transformation origin Pivot is at the origin of local space by default. Pivot can be moved. Demo in Houdini

Week 1: Houdini stuff Houdini contexts Linking panes Hotkey quick reference Maya transition guide File organization

Houdini contexts Major parts of Houdini (contexts) and corresponding node networks: /ch CHOP (channel operators) network /img COP (composite operators) network /obj Objects, cameras, and lights /obj/geo SOP (surface operators) network /out ROP (render outputs) /part POP (particle operators) network /shop SHOP (shader operators) network /vex VOP (VEX operators) network

Linking panes If panes in Houdini desktop are linked by the same number, when you move to a different part of Houdini in one pane, all the other panes follow you. If panes are not linked, a big confusion can happen.

File organization and scripts Scripts to create folders from inside Houdini work on Linex and Unix (OS X) machines and help you name folders and files in a systematic manner, i.e. help you organize your project. Unfortunately these scripts do not work on Windows machines. Working in the Linex/Unix environment is highly recommended but not required for this course. No matter on which OS you are running Houdini, name folders and files systematically and organize them efficiently.

Saving animation frames If you are not using Unix/Linex, select a folder and set a file name (e.g., A1.$F4.pic) using Choose File.

Creating an animation file In Houdini’s main menu (top left), chose Render -> MPlay -> Load Disc Files... In Load Image, select animation frames. In MPlay, chose File -> Export -> Video for Windows 32.bit. Above turns .pic files into an .avi file.

Houdini reference & guide Print out Hotkey quick reference and keep in your notebook so that you can look at it whenever you need it. You may find Maya transition guide useful to understand Houdini’s contexts if you are a Maya user.