Animation in the Interface. 2 Reading assignment: This section based on 2 papers n Bay-Wei Chang, David Ungar, “Animation: From Cartoons to the User Interface”,

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Presentation transcript:

Animation in the Interface

2 Reading assignment: This section based on 2 papers n Bay-Wei Chang, David Ungar, “Animation: From Cartoons to the User Interface”, Proceedings of UIST’ 93, pp n n Scott E. Hudson, John T. Stasko, “Animation Support in a User Interface Toolkit: Flexible, Robust and Reusable Abstractions”, Proceedings of UIST ‘93, pp n

3 Animation is of increasing interest n Perceptual advantages n Just recently had enough spare horsepower n Now seeing this in the mainstream (Win ‘98)

4 Why animation? n Gives a feeling of reality and liveness – “animation” = “bring to life” – make inanimate object animate

5 Why animation? n Provides visual continuity (and other effects) enhancing perception – particularly perception of change F hard to follow things that just flash into & out of existence F real world doesn’t act this way

6 Why Animation? n Can also be used to direct attention – movement draws attention – strong evolutionary reasons F therein lies a danger F overuse tends to demand too much attention e.g., the dreaded paper clip

7 Why Animation? n Used sparingly and understandingly, animation can enhance the interface

8 Three principles from traditional animation – not mutually exclusive n Solidity – make objects appear to be solid obj n Exaggeration – exaggerate certain physical actions to enhance perception n Reinforcement – effects to drive home feeling of reality

9 Specific techniques employing these principles n Good related paper: John Lasseter, “Principles of traditional animation applied to 3D computer animation”, Proceedings of SIGGRAPH ‘87, pp n Solidity F want objects to appear solid and appear to have mass – Solid (filled) drawing F now common place

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

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

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

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

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

15 Specific techniques employing these principles n Solidity – Follow through (& secondary action) F Objects don’t just stop, they continue parts of the motion e.g., clothes keep moving, body parts keep moving F Reinforces that object has mass via inertia F (also tends to be exaggerated)

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

17 Specific techniques employing these principles n Exaggeration – Cartoon animation tends to do this in a number of ways F paradoxically increases realism (liveness) by being less literal – What is really going on is tweaking the perceptual system at just the right points

18 Specific techniques employing these principles n Exaggeration – Anticipation F small counter movement just prior to the main movement F this sets our attention on the object where the action is (or will be) – Squash & stretch – Follow through

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

20 Specific techniques employing these principles n Reinforcement – Movement in arcs F Objects move in gently curving paths, not straight lines F Movements by animate objects are in arcs (due to mechanics of joints) F Most movements in gravity also in arcs

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

22 Examples From Video

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

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

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

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

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

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

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

30 Transition steps n Steps represent intervals of time, not points in time – deliver start and end times & values n 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

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

32