Animator Help Session. Agenda Introduction Curve implementation - Requirements - What are all those vectors? - Where should I put things? Particle System.

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Presentation transcript:

Animator Help Session

Agenda Introduction Curve implementation - Requirements - What are all those vectors? - Where should I put things? Particle System - Requirements - What should I implement? - Suggestions - Cool forces

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

Introduction How to integrate with my model?  just replace robotarm.cpp with your model  better to do this sooner than later Modeler View vs. Curves View Graph Widget Interface

Spline Curves Requirements 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  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 spatially driven force Collision detection  With one primitive of your choice  Restitution coefficient must be slider controlled

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 *Note: I stress inheritance because it will make your implementation easier (and less messy) and in general will make your life easier. If the TA that grades your project must look at your code, clean object oriented code is a great headache-prevention-tool.

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 Integration Hooking up your particle system

Particle System 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?

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 C 0, C 1, or C 2 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  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 Better collision detection Better forces Lens flare  Most animator artifacts suffer from lack of realistic looking lighting  Ideally, this problem would be solved with ray tracing or photon mapping  Since these are probably not options, lens flare is an alternative way to give the impression of interesting lighting

Animating well vs. well… just animating Timing!  Timing is VERY, VERY important  Consider timing before you bother to get specific about joint rotations or object positions

Animating well vs. well… just animating Good timing

Animating well Music!  Sound and music can greatly enhance the cohesion of your artifact  If your artifact idea includes a theme or stylization, it can be very effective to time your animation with events in the theme music. Good sound

Animating well Light!  Like sound, light is VERY VERY important compositionally  Anything you can do to be creative with lighting will help Light vs. No light

Particle System Creating Your Artifact Choice of curve types  I recommend Bezier curves. Why? Recall the animation of a bouncing ball When the ball hits the ground, the curve describing its position should have a C 1 discontinuity Without C 1 discontinuity here, the animation will look wrong  Catmull-Rom is usually the preferred curve choice… but unless your project supports the option to add C 1 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  Download a trial of Adobe Premiere Play around with it, check the website for some details on how to use it. The user interface is pretty intuitive.