Animation in the Interface. Reading assignment: This section based on 4 papers Principles of traditional animation (derived from Disney and translated.

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Animation in the Interface

Reading assignment: This section based on 4 papers Principles of traditional animation (derived from Disney and translated for geeks): John Lasseter, “Principles of Traditional Animation Applied to 3D Computer Animation”, Proceedings of SIGGRAPH ’87, pp.35-44, July How does this relate to user interfaces Bay-Wei Chang, David Ungar, “Animation: From Cartoons to the User Interface”, Proceedings of UIST’ 93, pp.45-55, Nov

Reading assignment: This section based on 4 papers Implementation and abstractions for a toolkit Scott E. Hudson, John T. Stasko, “Animation Support in a User Interface Toolkit: Flexible, Robust and Reusable Abstractions”, Proceedings of UIST ‘93, pp.57-67, Nov A more usable form Brad A. Myers, Robert C. Miller, Rich McDaniel, Alan Ferrency, “Easily Adding Animations to Interfaces Using Constraints”, Proceedings of UIST ’96, pp , Nov

Preview Video Luxo Jr. By John Lasseter et al. Pixar

Animation is of increasing interest Perceptual and other advantages Only recently had enough spare horsepower Now seeing this in the mainstream –starting with Win ’98 –although some examples as early as 1984 Mac

Why animation? Gives a feeling of reality and liveness –“animation” = “bring to life” –make inanimate object animate With this can come appeal and desirability

Why animation? Provides visual continuity (and other effects) enhancing perception –particularly perception of change hard to follow things that just flash into & out of existence real world doesn’t act this way Never enough pixels… –Can possibly trade space for time

Why Animation? Can also be used to direct attention –movement draws attention –strong evolutionary reasons therein lies a danger overuse tends to demand too much attention –e.g., the dreaded paper clip also done wrong, tends to get in the way –e.g., bad example in PowerPoint

Why Animation? Used sparingly and understandingly, animation can enhance the interface Quite a bit of untapped potential

Three principles from traditional animation (Following Chang & Ungar) –not mutually exclusive Solidity –make objects appear to be solid obj Exaggeration –exaggerate certain physical actions to enhance perception Reinforcement –effects to drive home feeling of reality

Specific techniques employing these principles (Better descriptions in Lasseter) Solidity want objects to appear solid and appear to have mass –Solid (filled) drawing now common place

Specific techniques employing these principles Solidity –No teleportation objects must come from somewhere –not just “pop into existence” nothing in the real world does this (things with mass can’t do this)

Specific techniques employing these principles Solidity –Motion blur if objects move more than their own length (some say 1/2 length) in one frame, motion blur should be used to avoid “strobing” matches real world perception makes movement look smoother doesn’t need to be realistic

Specific techniques employing these principles Solidity –Squash and stretch Cartoon objects are typically designed to look “squishy” When they stop, hit something, land, they tend to squash –like water balloon –compress in direction of travel Important to preserve volume –expand in the other direction

Specific techniques employing these principles Solidity –Squash and stretch Also stretch when they accelerate –opposite direction Basically an approximation of inertia + conservation of volume (area)

Specific techniques employing these principles Solidity –Squash and stretch Although S&S makes things look “squishy” they contribute to solidity because they show mass (This is tends to be exaggerated)

Specific techniques employing these principles Solidity: Follow through (& secondary action) –Objects don’t just stop, they continue parts of the motion e.g., clothes keep moving, body parts keep moving –Reinforces that object has mass via inertia –(also tends to be exaggerated) From: Thomas & Johnston “The Illusion of Life: Disney Animation”, Hyperion, 1981

Follow Through Notice feather lags behind character Also S&S here From: Thomas & Johnston “The Illusion of Life: Disney Animation”, Hyperion, 1981

Specific techniques employing these principles Exaggeration –Cartoon animation tends to do this in a number of ways paradoxically increases realism (liveness) by being less literal –What is really going on is tweaking the perceptual system at just the right points Best to exaggerate only important parts and leave “background” realistic in order to create contrast

Specific techniques employing these principles Exaggeration –Anticipation e.g., small counter movement just prior to the main movement this sets our attention on the object where the action is (or will be) Faster motions need more anticipation to avoid being missed –Squash & stretch –Follow through

Specific techniques employing these principles Reinforcement –Slow-in / Slow-out Movement between two points starts slow, is fast in the middle, and ends slow Two effects here –objects with mass must accelerate and decelerate –interesting parts ends tweaking perception

Specific techniques employing these principles Reinforcement –Movement in arcs Objects move in gently curving paths, not straight lines Movements by animate objects are in arcs (due to mechanics of joints) Most movements in gravity also in arcs In general 3 parts of a motion: –Anticipation, the motion, follow-through –Actions not normally disjoint Next may start before previous over (overlapping action)

Recap Appearance of mass –solidity & conservation of volume –several ways to show inertia Tweak perception –direct attention to things that count –time on conceptually important parts Caricature of reality

Examples From Video Pooh meets Tigger sequence Luxo Jr.

Reminder Animation can bring otherwise boring things to life, but… Its not a uniformly good thing –demands a lot of attention –can take time Needs to be used wisely (and probably sparingly)

Making animation happen in a toolkit Paper describes model in Artkit toolkit (and successor subArctic) –high to middle level model –robust to timing issues Primary abstraction: transition –models movement over time arbitrary space of values (eg, color) screen space is most common

Transition consists of Reference to obj being animated –passage of time modeled as events Time interval –period of time animation occurs Trajectory –path taken through value space –timing of changes through values

Trajectory has two parts Curve –set of values we pass through –typically in 2D space, but could be in any space of values (e.g., font size) Pacing function –mapping from time interval (0…1) to “parameter space” of curve (0…1) –determines pacing along curve e.g., slow-in / slow-out

Mapping from time to value Time normalized with respect to animation interval (0...1) Normalized time is transformed by pacing function (0…1) Paced value is then fed to curve function to get final value

To get a movement Create and schedule a transition –several predefined types (i.e., linear) –scheduling can be done absolute start stop at the following wall clock times –or relative D seconds from now D seconds from start / end of that

System action Transition will deliver time as input using methods: –transition_start() –transition_step() –transition_end() Each delivers: –trajectory object, relative time & value

Transition steps Steps represent intervals of time, not points in time –deliver start and end times & values Typical OS can’t deliver uniform time intervals –Number of steps (delivery rate) is not fixed in advance (animation system sends as many as it can) –system delivers as many as it can

Recap Transition –Object to animate –Time interval to work over Time  (0…1) –Trajectory to pass through Pacing function (0…1)  (0… 1) Curve (0...1)  Value

That gives a nice set of abstractions for animation Myers paper gives more convenient programmatic access to very similar capabilities Video provides a good explanation of what the system does

Key Improvement Extracting animation control into separate object that can be “attached” to any value (“slot”) of any component Makes use of constraint system –Haven’t (and won’t) talk about these, but… –Key ability needed here is change notification Every time “slot” is modified, system notified Typically responds by starting animation from old value to new value